1 3.0 Production Schedule Report 1 3.0 Production Schedule Report

2 Our schedule for the next Star Citizen Alpha releases, up to date. 2 Our schedule for the next Star Citizen Alpha releases, up to date.

3 Welcome, 3 Welcome,

4 4

5 Below you will find the latest roadmap for the development of the Star Citizen Persistent Universe. While the bulk of this schedule outlines our tasks and estimates that you can expect to find in the upcoming 3.0.0 patch (as well as some of the tasks that we’ve already completed) , we are also including projections for the remainder of the year so you can have some visibility into the upcoming Persistent Universe features and content. These are the very same schedules we update daily and circulate internally on our intra-studio hand-offs with a few exceptions: the individual developer names assigned to the tasks will be omitted (for obvious reasons), we’ll remove the JIRA details, and we’ll modify the technical wording to make it readable for a wider audience. 5 Below you will find the latest roadmap for the development of the Star Citizen Persistent Universe. While the bulk of this schedule outlines our tasks and estimates that you can expect to find in the upcoming 3.0.0 patch (as well as some of the tasks that we’ve already completed) , we are also including projections for the remainder of the year so you can have some visibility into the upcoming Persistent Universe features and content. These are the very same schedules we update daily and circulate internally on our intra-studio hand-offs with a few exceptions: the individual developer names assigned to the tasks will be omitted (for obvious reasons), we’ll remove the JIRA details, and we’ll modify the technical wording to make it readable for a wider audience.

6 6

7 Also note, this schedule does not represent everything CIG is working on, but more the functionality and content we feel comfortable committing to at this time. Outside of the work on Squadron 42, we have a few research projects that, once validated, we would move into production and add to this schedule. Otherwise, when something changes, slips or is completed, you will know. 7 Also note, this schedule does not represent everything CIG is working on, but more the functionality and content we feel comfortable committing to at this time. Outside of the work on Squadron 42, we have a few research projects that, once validated, we would move into production and add to this schedule. Otherwise, when something changes, slips or is completed, you will know.

8 8

9 What you are seeing here is the result of our scheduling and planning process. We have a high level feature and content set that we want to achieve for Star Citizen and Squadron 42. The first step is to break these features into higher level tasks with which we populate Microsoft Project, JIRA and Shotgun (the three tools we use for project scheduling and tasking). Then, as we approach a task, Production works with the relevant developer(s) to make sure the task is broken up with enough detail to allow completion. Sometimes this means adjusting the initial task estimate, as things tend to come into a clearer focus when coming up on a task, but it almost always means breaking down the big task into a bunch of smaller tasks that have their own individual sub tasks that possibly are distributed to multiple developers. 9 What you are seeing here is the result of our scheduling and planning process. We have a high level feature and content set that we want to achieve for Star Citizen and Squadron 42. The first step is to break these features into higher level tasks with which we populate Microsoft Project, JIRA and Shotgun (the three tools we use for project scheduling and tasking). Then, as we approach a task, Production works with the relevant developer(s) to make sure the task is broken up with enough detail to allow completion. Sometimes this means adjusting the initial task estimate, as things tend to come into a clearer focus when coming up on a task, but it almost always means breaking down the big task into a bunch of smaller tasks that have their own individual sub tasks that possibly are distributed to multiple developers.

10 10

11 Both tasks and sub-tasks get created in JIRA, linked under an Epic (which is a high level task or feature) and are then pulled into Microsoft Project to manage with granular detail providing us global visibility through Gantt charts and visual timelines. No developer works on a task unless it has been created in JIRA, prioritized and assigned by a lead or a member of the Production Team. 11 Both tasks and sub-tasks get created in JIRA, linked under an Epic (which is a high level task or feature) and are then pulled into Microsoft Project to manage with granular detail providing us global visibility through Gantt charts and visual timelines. No developer works on a task unless it has been created in JIRA, prioritized and assigned by a lead or a member of the Production Team.

12 12

13 Then as the developers work on the tasks, Production will adjust the schedule and JIRA tickets to reflect the work being done. 13 Then as the developers work on the tasks, Production will adjust the schedule and JIRA tickets to reflect the work being done.

14 14

15 In the schedule below, you will first find a master schedule that covers the broad departments/disciplines that are being developed. Each department will then have its own dedicated sub-schedule, briefly explaining the various features that are being developed and their current status. 15 In the schedule below, you will first find a master schedule that covers the broad departments/disciplines that are being developed. Each department will then have its own dedicated sub-schedule, briefly explaining the various features that are being developed and their current status.

16 CAVEATS 16 CAVEATS

17 17

18 But also, we would like to establish some ground rules before proceeding: 18 But also, we would like to establish some ground rules before proceeding:

19 19

20 I.Quality will always be our number one goal. We set out on this journey by looking at the gaming landscape and asking: can we do better? We continue to ask that question about everything we do. As a result, we will ALWAYS extend timelines or re-do features and content if we do not feel they are up to our standards. The freedom to fight for a new level of quality in game development is what crowd funding has allowed us, and we will continue to fight to make sure Star Citizen is the best possible game it can be. 20 I.Quality will always be our number one goal. We set out on this journey by looking at the gaming landscape and asking: can we do better? We continue to ask that question about everything we do. As a result, we will ALWAYS extend timelines or re-do features and content if we do not feel they are up to our standards. The freedom to fight for a new level of quality in game development is what crowd funding has allowed us, and we will continue to fight to make sure Star Citizen is the best possible game it can be.

21 21

22 II.The estimates we provide are just that: estimates. They are based on our knowledge and experience, but there are many aspects of game development that are impossible to predict because they literally cover uncharted territory. You will see the same estimates we use in our internal planning, but it is important to understand that in many cases (especially with groundbreaking engineering tasks) these estimates are often subject to change due to unforeseen complexity in implementing features. 22 II.The estimates we provide are just that: estimates. They are based on our knowledge and experience, but there are many aspects of game development that are impossible to predict because they literally cover uncharted territory. You will see the same estimates we use in our internal planning, but it is important to understand that in many cases (especially with groundbreaking engineering tasks) these estimates are often subject to change due to unforeseen complexity in implementing features.

23 23

24 III.The time expected for bug fixing and polishing is also very hard to estimate, increasingly so in online and multiplayer situations. The complexity and the difficulty in testing at a large scale make it harder to reproduce and isolate bugs in order to fix them. We base our estimates, again, on our experience, but we also know that it’s possible for a single bug to cause a delay of days or weeks when a hundred others might be fixed instantly. 24 III.The time expected for bug fixing and polishing is also very hard to estimate, increasingly so in online and multiplayer situations. The complexity and the difficulty in testing at a large scale make it harder to reproduce and isolate bugs in order to fix them. We base our estimates, again, on our experience, but we also know that it’s possible for a single bug to cause a delay of days or weeks when a hundred others might be fixed instantly.

25 25

26 IV.Internal schedules, the ones you will now be privy to, tend to have aggressive dates to help the team focus and scope their tasks, especially in the case of tech development. Every team, even a team blessed with the kind of support and freedom you have allowed us, needs target dates in order to focus and deliver their work. 26 IV.Internal schedules, the ones you will now be privy to, tend to have aggressive dates to help the team focus and scope their tasks, especially in the case of tech development. Every team, even a team blessed with the kind of support and freedom you have allowed us, needs target dates in order to focus and deliver their work.

27 27

28 V.This schedule doesn’t cover everything being worked on across Cloud Imperium Games, but is meant to highlight our aims for the remainder of the year on the Persistent Universe. 28 V.This schedule doesn’t cover everything being worked on across Cloud Imperium Games, but is meant to highlight our aims for the remainder of the year on the Persistent Universe.

29 29

30 VI.This schedule doesn’t include every audio, vfx, tech art, etc. task. Those are detailed in our departmental sub-schedules. 30 VI.This schedule doesn’t include every audio, vfx, tech art, etc. task. Those are detailed in our departmental sub-schedules.

31 31

32 VIIAlthough technology is shared between the two games, this does not reflect the Squadron 42 schedule. That will be released at a future date. 32 VIIAlthough technology is shared between the two games, this does not reflect the Squadron 42 schedule. That will be released at a future date.

33 33

34 VIII.These aim dates are determined based on our current staff. Additional hiring will potentially allow us to bring in some dates below. 34 VIII.These aim dates are determined based on our current staff. Additional hiring will potentially allow us to bring in some dates below.

35 WELCOME TO THE PROCESS 35 WELCOME TO THE PROCESS

36 36

37 The community has always been integral to Star Citizen, so we will be updating this page weekly to keep you informed about our development. We hope that this page will not only help explain our latest status, but also provide some explanations in the event that updates are delayed. 37 The community has always been integral to Star Citizen, so we will be updating this page weekly to keep you informed about our development. We hope that this page will not only help explain our latest status, but also provide some explanations in the event that updates are delayed.

38 38

39 Last update : July 14th, 2017 39 Last update : July 21st, 2017

40 40

41 3.0.0 Overview 41 3.0.0 Overview

42 42

43 The following lists and charts show our progress towards releasing 3.0.0, with all remaining major tasks listed. 3.0.0 marks the next major step forward in realizing the vision of the Star Citizen Persistent Universe. As you’ll see from the sections below, there’s a lot of new content and underlying tech being worked on for this release which will enhance the experience of our players. 43 The following lists and charts show our progress towards releasing 3.0.0, with all remaining major tasks listed. 3.0.0 marks the next major step forward in realizing the vision of the Star Citizen Persistent Universe. As you’ll see from the sections below, there’s a lot of new content and underlying tech being worked on for this release which will enhance the experience of our players.

44 44

45 Tasks are either feature complete, or have an ETA for completion. It’s important to remember that some tasks may require further QA, bug-fixing and iteration. Tasks that delay beyond our target dates might cause the release of 3.0.0 to be delayed, or might be excluded from 3.0.0 if appropriate to maintain the release date target. 3.0.0 work is separated into Subsections: Persistent Universe Content, FPS / Space Gameplay, Engineering, UI, AI, Graphics, Backend, Network, and Ships & Weapons. 45 Tasks are either feature complete, or have an ETA for completion. It’s important to remember that some tasks may require further QA, bug-fixing and iteration. Tasks that delay beyond our target dates might cause the release of 3.0.0 to be delayed, or might be excluded from 3.0.0 if appropriate to maintain the release date target. 3.0.0 work is separated into Subsections: Persistent Universe Content, FPS / Space Gameplay, Engineering, UI, AI, Graphics, Backend, Network, and Ships & Weapons.

46 46

47 The team has been making steady progress in completing the various systems. Some of the larger systems like Render to Texture, which contributes to our screens and mobiGlas and will ultimately contribute to ship to ship comms, have been implemented enough for the teams to start using them, that extensive use has been exposing some of the bugs which has caused some additional delays. On the plus side, the delayed proposed release date has allowed some of the ship and weapon refactors that were intended for a future release to be added to the 3.0.0. 47 Since our last update, the team has been busy addressing the feedback from our ongoing Directors reviews. With the various systems being implemented and tested, we’ve discovered a handful of new bugs that have required additional focus.

48 48

49 Planetary Update 49 Planetary Update

50 50

51 Yela 51 Yela

52 52

53 Yela is the most frigid of the Crusader moons. Those bold (or careless) enough to step outside without a spacesuit will be killed instantly by its freezing temperatures. If the cold doesn’t kill you, than any of the treacherous crevasses that crisscross the planet might. Cyrovolcanos have been known to erupt unexpectedly from such crevasses, so be wary when flying at low altitudes. Despite all its danger, there is much beauty to be found on Yela, like the underwater caves hidden beneath the moon’s crust. 53 Yela is the most frigid of the Crusader moons. Those bold (or careless) enough to step outside without a spacesuit will be killed instantly by its freezing temperatures. If the cold doesn’t kill you, than any of the treacherous crevasses that crisscross the planet might. Cyrovolcanos have been known to erupt unexpectedly from such crevasses, so be wary when flying at low altitudes. Despite all its danger, there is much beauty to be found on Yela, like the underwater caves hidden beneath the moon’s crust.

54 54

55 Cellin 55 Cellin

56 56

57 57

58 58

59 Burning with volcanic activity, Cellin is the counter to her icy sister. Although the volcanoes have been dormant for hundreds of years, the surface is dotted with thermal geysers that erupt without notice. The largest of such geysers can destroy heavy vehicles. Highly corrosive clouds of gas are regularly released from the moon’s surface, creating low visibility and damaging anything caught outside. 59 Burning with volcanic activity, Cellin is the counter to her icy sister. Although the volcanoes have been dormant for hundreds of years, the surface is dotted with thermal geysers that erupt without notice. The largest of such geysers can destroy heavy vehicles. Highly corrosive clouds of gas are regularly released from the moon’s surface, creating low visibility and damaging anything caught outside.

60 60

61 Daymar 61 Daymar

62 62

63 Daymar’s surface is like a harmonic blend of Yela and Cellin. It’s mountainous surface is reminiscent of Cellin’s volcanoes, while its craters share a warm likeness to Yela’s frozen crevessases. Known for its dense atmosphere, thick fog and a loose dirt surface makes travel difficult. Lightning storms can help illuminate the fog, just don’t get struck by their flash. 63 Daymar’s surface is like a harmonic blend of Yela and Cellin. It’s mountainous surface is reminiscent of Cellin’s volcanoes, while its craters share a warm likeness to Yela’s frozen crevessases. Known for its dense atmosphere, thick fog and a loose dirt surface makes travel difficult. Lightning storms can help illuminate the fog, just don’t get struck by their flash.

64 64

65 Remaining Aims for 3.0.0 Release 65 Remaining Aims for 3.0.0 Release

66 Persistent Universe Content 66 Persistent Universe Content

67 67

68 Moons 68 Moons

69 69

70 We are adding 3 new moons to the Crusader system; Yela, Cellin, and Daymar. 70 We are adding 3 new moons to the Crusader system; Yela, Cellin, and Daymar.

71 Feature Complete 71 Feature Complete

72 72

73 Surface Outposts 73 Surface Outposts

74 74

75 The new moons will also have outposts on their surface to explore. 75 The new moons will also have outposts on their surface to explore.

76 Feature Complete 76 Feature Complete

77 77

78 Surface Outposts Lighting 78 Surface Outposts Lighting

79 79

80 We have broken out the lighting tasks for the surface outposts into it’s own feature

81 Feature Complete 80 Feature Complete

82 81

83 Mission Givers 82 Mission Givers

84 83

85 We’re introducing Miles Eckhart (first seen in the Gamescom video) and Ruto to provide missions to players. 84 We’re introducing Miles Eckhart (first seen in the Gamescom video) and Ruto to provide missions to players.

86 Eckhart has been implemented in Subsumption, now just need to polish and iron out the kinks. The team will now start setting up Ruto with the goal that both Mission Givers will be fully setup by the end of the next sprint. 85 The estimate for the mission givers has been pushed back due to some animations requiring rework and newly discovered code dependencies.

87 ETA is 14th July (was 30th June) 86 ETA is 28th July (was 14th July)

88 87

89 Basic Derelict Ships 88 Basic Derelict Ships

90 89

91 Feature Complete 90 Feature Complete

92 91

93 Inhabited Derelict Ship Sites 92 Inhabited Derelict Ship Sites

94 93

95 Feature Complete 94 Feature Complete

96 95

97 Debris Fields 96 Debris Fields

98 97

99 Feature Complete 98 Feature Complete

100 99

101 Delamar / Levski (STRETCH GOAL) 100 Delamar / Levski

102 101

103 We are adding the planet Delamar and the landing zone, Levski 102 We are adding the planet Delamar and the landing zone, Levski

104 There are currently issues with the room system markup that need to be revisited by the Design team to be fixed. 103 There is some remaining shop kiosk implementation to be completed for 3.0.0 resulting in a slight delay.

105 ETA is 14th July (was 7th July) 104 ETA is 28th July (was 14th July)

106 105

107 Already complete in the 3.0.0 branch: 106 Already complete in the 3.0.0 branch:

108 107

109 Modular Room System for procedural generation of planetary outposts 108 Modular Room System for procedural generation of planetary outposts

110 Official Outpost Spawning System ready for mission designers 109 Official Outpost Spawning System ready for mission designers

111 Integrated Outpost distribution to PlanetEd 110 Integrated Outpost distribution to PlanetEd

112 Single outpost Object Preset 111 Single outpost Object Preset

113 Cluster of Outposts 112 Cluster of Outposts

114 Crash site mission 113 Crash site mission

115 Interface to hand place modules and save to Layer 114 Interface to hand place modules and save to Layer

116 Interface to teleport the camera to the closest outpost 115 Interface to teleport the camera to the closest outpost

117 Area boxes created by artists (all room sizes are now usable in the outpost procedural system) 116 Area boxes created by artists (all room sizes are now usable in the outpost procedural system)

118 Entrance Room system working (stairs and ramps are now available as initial rooms) 117 Entrance Room system working (stairs and ramps are now available as initial rooms)

119 Rooftop Prop system working for Solar panel 118 Rooftop Prop system working for Solar panel

120 Wall prop system working for additional prop variations 119 Wall prop system working for additional prop variations

121 Material Wear/Dirt on props using Layer Blend done and actually working 120 Material Wear/Dirt on props using Layer Blend done and actually working

122 Developed Outpost “feet” system 121 Developed Outpost “feet” system

123 Set random rotation and offset caps on planet editor 122 Set random rotation and offset caps on planet editor

124 Start documenting 3 possible map layouts looping system (using 2 or 4 meters metrics * system; using connection additional corridor pieces; using spline skinned corridors) 123 Start documenting 3 possible map layouts looping system (using 2 or 4 meters metrics * system; using connection additional corridor pieces; using spline skinned corridors)

125 Support Aircon/solar panel system on outposts 124 Support Aircon/solar panel system on outposts

126 Added color tinting to Outposts 125 Added color tinting to Outposts

127 Added color tinting interface to Planet Ed 126 Added color tinting interface to Planet Ed

128 Created material distinction for interior / exteriors 127 Created material distinction for interior / exteriors

129 Group elements offset in Planet Object Preset to be able to offset landing pads 128 Group elements offset in Planet Object Preset to be able to offset landing pads

130 New Assets: 129 New Assets:

131 Heavy Marine Armor 130 Heavy Marine Armor

132 Explorer Suit Armor 131 Explorer Suit Armor

133 Cloth and Clothing simulation on various assets old and new 132 Cloth and Clothing simulation on various assets old and new

134 Updated helmet interiors and exterior for updated art, FOV tech and standardization 133 Updated helmet interiors and exterior for updated art, FOV tech and standardization

135 Armor converted to work within modular customization structure 134 Armor converted to work within modular customization structure

136 Finalized delivery of ALL facial assets from 3lateral. 135 Finalized delivery of ALL facial assets from 3lateral.

137 Ships: 136 Ships:

138 New Skinning and Rigging tools for landing gear on ships. 137 New Skinning and Rigging tools for landing gear on ships.

139 Constellation Cargo Bay/Elevator extensions 138 Constellation Cargo Bay/Elevator extensions

140 Light Group entity optimization 139 Light Group entity optimization

141 140

142 Gameplay 141 Gameplay

143 142

144 Player Manned Turrets 143 Player Manned Turrets

145 144

146 Feature Complete 145 Feature Complete

147 146

148 Pick Up & Carry 147 Pick Up & Carry

149 148

150 As we’re introducing cargo with 3.0.0, players will be able to manually interact with their cargo to load and unload it properly on their ships. 149 As we’re introducing cargo with 3.0.0, players will be able to manually interact with their cargo to load and unload it properly on their ships.

151 Feature Complete 150 Feature Complete

152 151

153 Item 2.0 Ship Conversion – Part 1 152 Item 2.0 Ship Conversion – Part 1

154 153

155 We are beginning the process of converting our available ships over to the item 2.0 system. This will allow for greater player control of the ship and also allow for expanded gameplay. 154 We are beginning the process of converting our available ships over to the item 2.0 system. This will allow for greater player control of the ship and also allow for expanded gameplay.

156 Feature Complete 155 Feature Complete

157 156

158 Item 2.0 Ship Conversion – Part 2 157 Item 2.0 Ship Conversion – Part 2

159 158

160 With Part 1 of this feature (the Engineering side) drawing to a close, and appearing to come in as estimated. We have been properly able to schedule out the Tech Design side of this. 159 With Part 1 of this feature (the Engineering side) drawing to a close, and appearing to come in as estimated. We have been properly able to schedule out the Tech Design side of this.

161 Feature Complete. Bug fixing in progress. 160 Feature Complete. Bug fixing in progress.

162 161

163 Item 2.0 162 Item 2.0

164 163

165 Operator Seats. 164 Operator Seats.

166 Operator seats replace existing vehicle seats as the new controllers of Item 2.0 based ships. 165 Operator seats replace existing vehicle seats as the new controllers of Item 2.0 based ships.

167 Feature Complete 166 Feature Complete

168 Radar System 167 Radar System

169 Feature Complete 168 Feature Complete

170 Light Control System. 169 Light Control System.

171 Feature Complete 170 Feature Complete

172 Fuel / Refuel. 171 Fuel / Refuel.

173 Feature Complete 172 Feature Complete

174 Power Supply / Pipes. 173 Power Supply / Pipes.

175 Feature Complete 174 Feature Complete

176 Quantum Drive. 175 Quantum Drive.

177 Feature Complete 176 Feature Complete

178 177

179 Insurance 178 Insurance

180 179

181 Code Complete. Now supporting bugfixing 180 Code Complete. Now supporting bugfixing

182 181

183 Stamina 182 Stamina

184 183

185 All 3.0.0 tasks complete. This feature will be developed further for future releases. 184 All 3.0.0 tasks complete. This feature will be developed further for future releases.

186 185

187 Doors & Airlocks 186 Doors & Airlocks

188 187

189 We are starting to update the doors and airlocks within the game to be more intelligent. This would mean that the door would ‘know’ if a room beyond them is depressurized and would stay shut for safety. 188 We are starting to update the doors and airlocks within the game to be more intelligent. This would mean that the door would ‘know’ if a room beyond them is depressurized and would stay shut for safety.

190 * Feature Complete for 3.0.0. Bugfixing in progress.* 189 * Feature Complete for 3.0.0. Bugfixing in progress.*

191 190

192 Cargo 191 Cargo

193 192

194 Code Complete. Now supporting bugfixing. 193 Code Complete. Now supporting bugfixing.

195 194

196 Commodities 195 Commodities

197 196

198 Implementing items to represent units of commodity cargo. 197 Implementing items to represent units of commodity cargo.

199 Feature Complete 198 Feature Complete

200 199

201 Kiosk Support 200 Kiosk Support

202 201

203 Code Complete. Now supporting bugfixing. 202 Code Complete. Now supporting bugfixing.

204 203

205 Atmospheric Entry Support 204 Atmospheric Entry Support

206 205

207 Feature Complete 206 Feature Complete

208 207

209 Persistent Damage, Ammo and Missiles 208 Persistent Damage, Ammo and Missiles

210 209

211 Persistence ensures that your vehicle state is saved between sessions. 210 Persistence ensures that your vehicle state is saved between sessions.

212 Feature Complete 211 Feature Complete

213 212

214 Repair 213 Repair

215 214

216 Code Complete Bugfixing to follow as needed. 215 Code Complete Bugfixing to follow as needed.

217 216

218 Inventory System Support 217 Inventory System Support

219 218

220 The inventory will offer a way to manage the cargo and commodities that are being carried by the ships a player owns. 219 The inventory will offer a way to manage the cargo and commodities that are being carried by the ships a player owns.

221 Date will remain connected to the UI team’s progress on the inventory. 220 Date will remain connected to the UI team’s progress on the inventory.

222 ETA is 20th July (was 14th July) 221 ETA is 27th July (was 20th July)

223 222

224 Rover and Dragonfly in Ships 223 Rover and Dragonfly in Ships

225 224

226 Players will be able to transport the Ursa Rover and the Dragonfly inside ships that are big enough to hold them 225 Feature Complete

227 The conversion to the Item 2.0 ships and how they work has introduced unforeseen issues with their physics. This will require a combination of Tech Design and Physics code to address the situation. This is proving to be a more in-depth problem than initially anticipated and the code team was pulled to help support elevators and general physics crashes which we necessary for internal review.

228 ETA is 12th July (was 27th June)

229 226

230 IFCS Performance Improvements – New Addition 227 IFCS Performance Improvements – New Addition

231 228

232 Changing the IFCS system to work in batch updates for performance improvements 229 Changing the IFCS system to work in batch updates for performance improvements

233 Feature Complete 230 Feature Complete

234 231

235 Hint System 232 Hint System

236 233

237 We have decided to include a first iteration of in-game hints to help new players acclimate to the various complex gameplay mechanics in Star Citizen. This is a feature we have worked on in the background and until this week, were unsure if it would be ready in time for 3.0.0. As work on this has progressed better than expected, we have made the decision to include this feature for 3.0.0 234 We have decided to include a first iteration of in-game hints to help new players acclimate to the various complex gameplay mechanics in Star Citizen. This is a feature we have worked on in the background and until this week, were unsure if it would be ready in time for 3.0.0. As work on this has progressed better than expected, we have made the decision to include this feature for 3.0.0

238 Feature Complete for 3.0.0. Bugfixing & polish in progress. 235 Feature Complete for 3.0.0. Bugfixing & polish in progress.

239 236

240 Already complete in the 3.0.0 branch: 237 Already complete in the 3.0.0 branch:

241 238

242 Crusader Converted to Object Container Setup 239 Crusader Converted to Object Container Setup

243 With the transition to Object Containers, the Crusader map was completely re-designed. Each Point of Interest is now an object container laid out via the Solar System Editor. This is in preparation for Object Container streaming and seamless transitions from different POI’s and between Star Systems. Mission Flowgraphs are converted over to use Subsumption and the new Mission System. 240 With the transition to Object Containers, the Crusader map was completely re-designed. Each Point of Interest is now an object container laid out via the Solar System Editor. This is in preparation for Object Container streaming and seamless transitions from different POI’s and between Star Systems. Mission Flowgraphs are converted over to use Subsumption and the new Mission System.

244 Mega Map for Persistent Universe 241 Mega Map for Persistent Universe

245 Mega Map tech (also used in Crusader for seamless loading between different gamemodes) is now possible in the new PU map, which is setup in the Solar System Editor. This allows the utilization of Mega Map technology. 242 Mega Map tech (also used in Crusader for seamless loading between different gamemodes) is now possible in the new PU map, which is setup in the Solar System Editor. This allows the utilization of Mega Map technology.

246 Revamp of Power Plants / Shield Generators / Coolers and the Heat & Power System for improved gameplay and conversion to Item 2.0 243 Revamp of Power Plants / Shield Generators / Coolers and the Heat & Power System for improved gameplay and conversion to Item 2.0

247 244

248 Core Tech 245 Core Tech

249 246

250 Planetary Tech 247 Planetary Tech

251 248

252 Feature Complete 249 Feature Complete

253 250

254 Solar System Tool 251 Solar System Tool

255 252

256 Feature Complete 253 Feature Complete

257 254

258 Entity Update Component Scheduler 255 Entity Update Component Scheduler

259 256

260 Will allow lower priority entities (i.e. those further away from players) to be updated less frequently, which should improve the overall framerate and allow us to add more content to the universe. 257 Will allow lower priority entities (i.e. those further away from players) to be updated less frequently, which should improve the overall framerate and allow us to add more content to the universe.

261 Intended work on this feature will extend past 3.0.0. This feature will extend past 3.0.0 as the work is ongoing, and continual improvements will be made in the run up to 3.0.0 release. 258 Intended work on this feature will extend past 3.0.0. This feature will extend past 3.0.0 as the work is ongoing, and continual improvements will be made in the run up to 3.0.0 release.

262 The LA Engineering team is currently busy supporting the item 2.0 ship conversion and the UI team with the implementation of their features, their support is required for this particular bug so we had to wait until they were available, resulting in a delay. 259 The LA Engineering team is currently busy supporting the item 2.0 ship conversion and the UI team with the implementation of their features, their support is required for this particular bug so we had to wait until they were available, resulting in a delay.

263 ETA is 14th July (was 7th July) 260 ETA is 14th July (was 7th July)

264 261

265 Entity Owner Manager 262 Entity Owner Manager

266 263

267 The Entity Owner Manager will track entities that are moved around the universe, making sure we spawn and unspawn them at the correct time 264 The Entity Owner Manager will track entities that are moved around the universe, making sure we spawn and unspawn them at the correct time

268 Work on this feature was paused in order to support various bugs and feature polish for this week’s milestone review. 265 Work on this feature was paused in order to support various bugs and feature polish for this week’s milestone review.

269 LA Engineering has identified additional tasks needed to support persistence and netcode. 266 LA Engineering has identified additional tasks needed to support persistence and netcode.

270 ETA is 20th July (was 14th July) 267 ETA is 28th July (was 20th July)

271 268

272 Already complete in the 3.0.0 branch: 269 Already complete in the 3.0.0 branch:

273 270

274 New Radar Databank 271 New Radar Databank

275 Subsumption Base Functionality 272 Subsumption Base Functionality

276 This is the initial release of the foundation technology that drives all of the AI, mission, dynamic content, and conversation logic. The mission content previously created with FlowGraph has been replaced and the implementation time to achieve a desired effect has been cut dramatically. 273 This is the initial release of the foundation technology that drives all of the AI, mission, dynamic content, and conversation logic. The mission content previously created with FlowGraph has been replaced and the implementation time to achieve a desired effect has been cut dramatically.

277 Various Performance improvements 274 Various Performance improvements

278 Planetary Physics Grid to support orbiting and rotating planets 275 Planetary Physics Grid to support orbiting and rotating planets

279 Multi-Function Display implementation for Item 2.0 Components on ships 276 Multi-Function Display implementation for Item 2.0 Components on ships

280 IFCS improvements to support AI & Takeoff System 277 IFCS improvements to support AI & Takeoff System

281 Unified Visor for seamless Ship 2.0 / FPS transition 278 Unified Visor for seamless Ship 2.0 / FPS transition

282 HUD/Visor integration for new Radar Databank 279 HUD/Visor integration for new Radar Databank

283 Object Distribution 280 Object Distribution

284 Terrain / Object blending for soft natural transition of objects intersecting with the ground 281 Terrain / Object blending for soft natural transition of objects intersecting with the ground

285 Video codec updated to Bink2, providing higher fidelity at lower bitrate 282 Video codec updated to Bink2, providing higher fidelity at lower bitrate

286 Vehicles no longer use Lua 283 Vehicles no longer use Lua

287 This is a huge step forward on the code side. 284 This is a huge step forward on the code side.

288 Skeleton Extension support for Item Port Offset overrides per item 285 Skeleton Extension support for Item Port Offset overrides per item

289 Numerous types of physics simulation for all Item 2.0 attachments including hair, weapons, grenades and more. 286 Numerous types of physics simulation for all Item 2.0 attachments including hair, weapons, grenades and more.

290 Destructible component for items, props and environment assets 287 Destructible component for items, props and environment assets

291 Nested Physics Grids support for vehicle transportation inside large ships, i.e. DragonFly & Rover 288 Nested Physics Grids support for vehicle transportation inside large ships, i.e. DragonFly & Rover

292 Physics simulation gravity vector now respects planetary gravity 289 Physics simulation gravity vector now respects planetary gravity

293 Modular loadouts rule sets and support for up to five loadouts 290 Modular loadouts rule sets and support for up to five loadouts

294 Animation driven facial audio implemented 291 Animation driven facial audio implemented

295 Updated Sandbox Editor Python integration. 292 Updated Sandbox Editor Python integration.

296 Zone culling on all character assets and layers, system complete and mesh markup complete supplemented with tools to easily support new assets. 293 Zone culling on all character assets and layers, system complete and mesh markup complete supplemented with tools to easily support new assets.

297 Solar System Editor 294 Solar System Editor

298 A tool that will layout entire solar system with their astral objects (sun, planets moons) as well as space stations, etc. 295 A tool that will layout entire solar system with their astral objects (sun, planets moons) as well as space stations, etc.

299 New Light Controller for runtime light switches 296 New Light Controller for runtime light switches

300 New network message queue (current in QATR) to reduce network bandwidth and network thread time. 297 New network message queue (current in QATR) to reduce network bandwidth and network thread time.

301 Light Entity Render node merging. 298 Light Entity Render node merging.

302 Dynamic Physics Grid to support sparse space areas vs. dense areas like space stations. 299 Dynamic Physics Grid to support sparse space areas vs. dense areas like space stations.

303 Highly optimized vertex and position format for all geometry 300 Highly optimized vertex and position format for all geometry

304 Texture memory usage reduced across the project 301 Texture memory usage reduced across the project

305 Unified material libraries for use across all departments 302 Unified material libraries for use across all departments

306 Comparing and finding all duplicated normal maps and albedo maps in the LayerBlend texture library 303 Comparing and finding all duplicated normal maps and albedo maps in the LayerBlend texture library

307 Clean up LayerBlend Material Libraries, Resolution Adjustments, Renames to Lower Case 304 Clean up LayerBlend Material Libraries, Resolution Adjustments, Renames to Lower Case

308 Follow-ups on list of unused textures and materials 305 Follow-ups on list of unused textures and materials

309 Massively improved LOD computation and average face sizes for ships 306 Massively improved LOD computation and average face sizes for ships

310 Shared hair assets (instead of bespoke asset per head) for character creation 307 Shared hair assets (instead of bespoke asset per head) for character creation

311 Automated facial asset LODs, skinning algorithm per LOD updated. 308 Automated facial asset LODs, skinning algorithm per LOD updated.

312 Reworked mesh setup of facial assets for optimal performance and reduced drawcalls. 309 Reworked mesh setup of facial assets for optimal performance and reduced drawcalls.

313 Unified helmet and character mesh into singular render proxy for better performance and visuals. 310 Unified helmet and character mesh into singular render proxy for better performance and visuals.

314 Various portal and culling improvements. 311 Various portal and culling improvements.

315 Improved Animation Data Base collection and build process for optimized animation data streaming also added external tools to manage this. 312 Improved Animation Data Base collection and build process for optimized animation data streaming also added external tools to manage this.

316 Deprecated thousands of legacy and test assets including animations, geometry, libraries and more for reduced build size. 313 Deprecated thousands of legacy and test assets including animations, geometry, libraries and more for reduced build size.

317 Automatic Asset Error collection and tracking. 314 Automatic Asset Error collection and tracking.

318 Reworked itemport layout for characters and character items 315 Reworked itemport layout for characters and character items

319 Updated all assets using HumanSkin to highly optimized HumanSkinv2 shader. This saves upwards of a 100 megs of texture memory per face. 316 Updated all assets using HumanSkin to highly optimized HumanSkinv2 shader. This saves upwards of a 100 megs of texture memory per face.

320 Vastly improved memory allocator which allowed massive reduction in runtime allocation count 317 Vastly improved memory allocator which allowed massive reduction in runtime allocation count

321 Several significant optimizations to entity update code 318 Several significant optimizations to entity update code

322 319

323 UI 320 UI

324 321

325 As you will see, the UI schedule has undergone some significant changes to accommodate some new features designed to enhance the player experience. The following schedule and dates will be used as the new baseline for the UI schedule, the previous completion dates have been included to indicate the change. 322 As you will see, the UI schedule has undergone some significant changes to accommodate some new features designed to enhance the player experience. The following schedule and dates will be used as the new baseline for the UI schedule, the previous completion dates have been included to indicate the change.

326 323

327 Kiosk UI 324 Kiosk UI

328 325

329 Feature Complete 326 Feature Complete

330 327

331 Item 2.0 Multi Function Displays 328 Item 2.0 Multi Function Displays

332 329

333 MFDs are being converted to work in the new item 2.0 system to give pilots even more control of their ships. 330 MFDs are being converted to work in the new item 2.0 system to give pilots even more control of their ships.

334 UI have been implementing these screens while supporting other features, so QA can test each area as soon as possible. While this benefits us from a testing point of view, it has resulted in an overall delay in completion. 331 Feature Complete

335 ETA is 18th July (was 11th July)

336 332

337 Field of View Slider 333 Field of View Slider

338 334

339 Feature Complete 335 Feature Complete

340 336

341 Character Customization 337 Character Customization

342 338

343 *Players will now be able to customize their characters’ heads, hair, eye color, and skin color. 339 *Players will now be able to customize their characters’ heads, hair, eye color, and skin color.

344 340

345 Delayed due to team’s focus on priority tasks for internal milestone review. 341 Delayed due to team’s focus on priority tasks for internal milestone review.

346 ETA is 25th July (was 17 July) 342 ETA is 25th July (was 17 July)

347 343

348 Personal Manager App 344 Personal Manager App

349 345

350 This App will allow players to review their inventory and customize various aspects of their suit and weapons. 346 This App will allow players to review their inventory and customize various aspects of their suit and weapons.

351 Further polish work is needed to implement a profile selection and create a pop-up to select between loadout slots, but requires a little more time to complete. 347 Further polish work is needed to implement a profile selection and create a pop-up to select between loadout slots, but requires a little more time to complete.

352 Feature Complete Bug Fixing in progress. 348 Feature Complete Bug Fixing in progress.

353 349

354 Mission Manager App 350 Mission Manager App

355 351

356 Feature Complete. Bug fixing in progress 352 Feature Complete. Bug fixing in progress

357 353

358 Cargo Manifest App 354 Cargo Manifest App

359 355

360 After buying items at a Kiosk, players will be able to head to their ship and check their cargo manifest This incorporates the work that was previously accounted for in the “Cargo UI” task 356 After buying items at a Kiosk, players will be able to head to their ship and check their cargo manifest This incorporates the work that was previously accounted for in the “Cargo UI” task

361 Delayed due to team’s focus on priority tasks for internal milestone review. 357 Delayed due to complications while hooking up the search bar and transfer popup, but the feature is now code complete and requires some final hookup to Flash.

362 ETA is 20th July (was 14th July) 358 ETA is 27th July (was 20th July)

363 359

364 Vehicle Customizer App 360 Vehicle Customizer App

365 361

366 This app will allow players to customize their ship via the ship customization screen, so edits can be done without locating the exact port on the ship. 362 This app will allow players to customize their ship via the ship customization screen, so edits can be done without locating the exact port on the ship.

367 Delayed due to team’s focus on priority tasks for internal milestone review, specifically the Hint System. 363 Delayed due to team’s focus on priority tasks for internal milestone review, specifically the Hint System.

368 ETA is 27th July (was 13th July) 364 ETA is 27th July (was 13th July)

369 365

370 Ship Selector App & Insurance Claim 366 Ship Selector App & Insurance Claim

371 367

372 This app would exist alongside the Ship Selection Terminals in the Persistent Universe, allowing players more freedom to spawn ships at designated locations. 368 This app would exist alongside the Ship Selection Terminals in the Persistent Universe, allowing players more freedom to spawn ships at designated locations.

373 We are incorporating the Insurance Claim process, so we have one app that will serve two functions. 369 Code is complete and now requires final hookup, but this has been delayed due to the team supporting hint system for designers. Also, the completion date for this feature has moved out in order to support the item 2.0 Multi-Function Displays and Inventory.

374 Slight delay due to shifting resources to address other tasks. 370 ETA is 3rd August (was 19th July)

375 Delayed due to team’s focus polishing the mission manager.

376 ETA is 19th July (was 5th July)

377 371

378 Heavy Armor for Star Marine 372 Heavy Armour for Star Marine

379 373

380 Heavy armor will be enabled for selection within the Star Marine loadout customization menu. 374 Heavy armor will be enabled for selection within the Star Marine loadout customization menu.

381 Feature Complete 375 Feature Complete

382 376

383 Inventory System 377 Inventory System

384 378

385 Very closely linked to the cargo manifest App. This will be the place to look for you personal inventory. 379 Very closely linked to the cargo manifest App. This will be the place to look for you personal inventory.

386 Progress has been affected due to the work on the Search Feature. 380 Also delayed due to complications while hooking up the search bar and transfer popup, but the feature is now code complete and requires some final hookup to Flash.

387 ETA is 20th July (was 14th July) 381 ETA is 27th July (was 20th July)

388 382

389 Mission Board App 383 Mission Board App

390 384

391 The mission board allows players to see the service beacons that have been set up around the universe by other players calling for assistance. 385 The mission board allows players to see the service beacons that have been set up around the universe by other players calling for assistance.

392 Feature Complete 386 Feature Complete

393 387

394 StarMap App 388 StarMap App

395 389

396 The StarMap will be introduced to allow players to view the PU at large and select planets to QT to. 390 Feature Complete

397 To achieve Feature Complete, we’ve prioritized this task and pulled other team members to provide support

398 The UI team have now broken down the feedback from last week’s review and adjusted their estimate.

399 ETA is 18th July (was 7th July)

400 391

401 UI Owner Component 392 UI Owner Component

402 393

403 Feature Complete 394 Feature Complete

404 395

405 mobiGlas Overhaul 396 mobiGlas Overhaul

406 397

407 Feature Complete 398 Feature Complete

408 399

409 Comms System UI 400 Comms System UI

410 401

411 We are adding the initial implementation of the Comms System in to 3.0.0 which will allow players to hail in order to request landing while at the various space stations in the PU. 402 We are adding the initial implementation of the Comms System in to 3.0.0 which will allow players to hail in order to request landing while at the various space stations in the PU.

412 Delayed due to knock-on effect of the delay to the inventory system work. 403 Delayed due to knock-on effect of the delay to the inventory system work.

413 ETA is 25th July (was 18th July) 404 ETA is 25th July (was 18th July)

414 405

415 AI 406 AI

416 407

417 Mission System 408 Mission System

418 409

419 The overall system that will be used to create mission flows when we start building missions like Patrol, Assassination, Smuggling, etc. 410 The overall system that will be used to create mission flows when we start building missions like Patrol, Assassination, Smuggling, etc.

420 We are continuing to build on the mission system AI in order for design to implement more missions for inclusion in 3.0.0 411 We are continuing to build on the mission system AI in order for design to implement more missions for inclusion in 3.0.0

421 ETA is 24th July (was 19th June) 412 ETA is 24th July

422 413

423 AI Turrets 414 AI Turrets

424 415

425 We are adding the ability for AI to operate turrets in Crusader, so we are working to make sure that they track and fire upon the correct targets. 416 We are adding the ability for AI to operate turrets in Crusader, so we are working to make sure that they track and fire upon the correct targets.

426 Feature Complete 417 Feature Complete

427 418

428 Graphics 419 Graphics

429 420

430 Render to Texture 421 Render to Texture

431 422

432 This will have many uses going forwards, but our focus for now is to improve UI rendering and to introduce live rendering of video communications. We’re aiming to improve rendering performance by rendering as much of the UI ahead of a frame. For video communications, this will mean that we don’t have to pre-render the comms and store those files on the hard drive, as is the case with most games, allowing us to maintain fidelity and save hard drive space. 423 This will have many uses going forwards, but our focus for now is to improve UI rendering and to introduce live rendering of video communications. We’re aiming to improve rendering performance by rendering as much of the UI ahead of a frame. For video communications, this will mean that we don’t have to pre-render the comms and store those files on the hard drive, as is the case with most games, allowing us to maintain fidelity and save hard drive space.

433 This system is still in progress, but due to its overall size and some of the other features for 3.0.0 that require Render to Texture, teams are using the system as soon as they are able, which means that Render to Texture is requiring bug fixing support while it’s being developed which results in further delays of the system as a whole. The date below does also take dedicated bug fixing time into account. 424 This system is still in progress, but due to its overall size and some of the other features for 3.0.0 that require Render to Texture, teams are using the system as soon as they are able, which means that Render to Texture is requiring bug fixing support while it’s being developed which results in further delays of the system as a whole. The date below does also take dedicated bug fixing time into account.

434 ETA is 10th August (was 27th July) 425 ETA is 10th August

435 426

436 Environment Probe 427 Environment Probe

437 428

438 This allows for bounced lighting and reflections to be updated dynamically and will result in better lighting visuals. 429 This allows for bounced lighting and reflections to be updated dynamically and will result in better lighting visuals.

439 This has been quite an in-depth task for the Graphics team whose work revealed a variety of unknown issues causing a delay. 430 This has been quite an in-depth task for the Graphics team whose work revealed a variety of unknown issues causing a delay.

440 Feature Complete 431 Feature Complete

441 432

442 Atmospheric Entry 433 Atmospheric Entry

443 434

444 Feature Complete 435 Feature Complete

445 436

446 Volumetric Fog 437 Volumetric Fog

447 438

448 The completion date has moved back due to unexpected issues with implementing the Volumetric fog away from Lumberyard to work correctly with our systems. 439 The completion date has moved back due to unexpected issues with implementing the Volumetric fog away from Lumberyard to work correctly with our systems.

449 Completion of required tasks are taking a bit more time than expected. 440 Completion of required tasks are taking a bit more time than expected.

450 ETA is 9th June (was 30th May) 441 ETA is 9th June (was 30th May)

451 442

452 GPU Particle Foundation 443 GPU Particle Foundation

453 444

454 Feature Complete 445 Feature Complete

455 446

456 Engine Trails & Contrails 447 Engine Trails & Contrails

457 448

458 Feature Complete 449 Feature Complete

459 450

460 Asteroid Physics 451 Asteroid Physics

461 452

462 * Feature Complete 453 * Feature Complete

463 454

464 Exposure Improvements 455 Exposure Improvements

465 456

466 We are adding support for peripheral vision to be taken into account when calculating exposure, rather than just what is onscreen. This will avoid situations like looking into a space when there is something very bright (such as a planet surface or space station) just off-screen. 457 We are adding support for peripheral vision to be taken into account when calculating exposure, rather than just what is onscreen. This will avoid situations like looking into a space when there is something very bright (such as a planet surface or space station) just off-screen.

467 As other work progressed, we gained insight into this task which made the completion much more straight forward, allowing the improvements to be made earlier than anticipated. 458 As other work progressed, we gained insight into this task which made the completion much more straight forward, allowing the improvements to be made earlier than anticipated.

468 Feature Complete. 459 Feature Complete.

469 460

470 Already complete in the 3.0.0 branch: 461 Already complete in the 3.0.0 branch:

471 462

472 RenderTarget refactor 463 RenderTarget refactor

473 This saves over 50% of the video memory previously used for dynamic textures. 464 This saves over 50% of the video memory previously used for dynamic textures.

474 Physically-based area lights 465 Physically-based area lights

475 Shadow map caching system 466 Shadow map caching system

476 This allows for many more shadow casting lights at once and avoids the need for baking shadows. 467 This allows for many more shadow casting lights at once and avoids the need for baking shadows.

477 Revamped decal rendering system which renders fully deferred, instanced decals with aggressive overdraw optimizations 468 Revamped decal rendering system which renders fully deferred, instanced decals with aggressive overdraw optimizations

478 469

479 Backend 470 Backend

480 471

481 Diffusion Subset for 3.0.0 472 Diffusion Subset for 3.0.0

482 473

483 Diffusion is our second-generation cloud-oriented back-end service architecture. It dramatically simplifies the effort required to implement, maintain, and interact with services, while simultaneously providing major enhancements in the areas of scalability and redundancy. 474 Diffusion is our second-generation cloud-oriented back-end service architecture. It dramatically simplifies the effort required to implement, maintain, and interact with services, while simultaneously providing major enhancements in the areas of scalability and redundancy.

484 Feature Complete 475 Feature Complete

485 476

486 Solar System Shop Service 477 Solar System Shop Service

487 478

488 Feature Complete 479 Feature Complete

489 480

490 Solar System Mission Service V1 “Mission Broker” 481 Solar System Mission Service V1 “Mission Broker”

491 482

492 Feature Complete 483 Feature Complete

493 484

494 Network 485 Network

495 486

496 New Message Queue 487 New Message Queue

497 488

498 Feature Complete 489 Feature Complete

499 490

500 Physics Serialization 491 Physics Serialization

501 492

502 This will fix a few long standing threading issues between the network and physics code which will improve separation of physics and netcode for better maintainability. 493 This will fix a few long standing threading issues between the network and physics code which will improve separation of physics and netcode for better maintainability.

503 Code Complete. Bug fixing in progress. 494 Code Complete. Bug fixing in progress.

504 495

505 Persistent Data Refactor 496 Persistent Data Refactor

506 497

507 Code Complete for 3.0.0 498 Code Complete for 3.0.0

508 499

509 Ships & Weapons 500 Ships & Weapons

510 501

511 Drake Dragonfly 502 Drake Dragonfly

512 503

513 Feature Complete. Some code bugs remain 504 Feature Complete. Some code bugs remain

514 505

515 Drake Cutlass Black 506 Drake Cutlass Black

516 507

517 Feature Complete 508 Feature Complete

518 509

519 RSI Constellation Aquila 510 RSI Constellation Aquila

520 511

521 Feature Complete. Some code bugs remain 512 Feature Complete. Some code bugs remain

522 513

523 RSI Ursa Rover 514 RSI Ursa Rover

524 515

525 Feature Complete 516 Feature Complete

526 517

527 MISC Prospector 518 MISC Prospector

528 519

529 Feature Complete. Some code bugs remain. 520 Feature Complete. Some code bugs remain.

530 521

531 RSI Aurora 522 RSI Aurora

532 523

533 This is an updated version of the Aurora. We previously didn’t think that we would have the time to complete this rework for 3.0.0, however, with the movement of our release dates we are now able to include this rework with 3.0.0. 524 This is an updated version of the Aurora. We previously didn’t think that we would have the time to complete this rework for 3.0.0, however, with the movement of our release dates we are now able to include this rework with 3.0.0.

534 ETA is 21st July 525 Implementing the “springy” landing gear on ships, and bug fixing on other ships have delayed the delivery of the Aurora.

526 ETA is 4th August (was 21st July)

535 527

536 Behring P8-SC 528 Behring P8-SC

537 529

538 Feature Complete 530 Feature Complete

539 531

540 Apocalypse Arms Scourge Rail Gun 532 Apocalypse Arms Scourge Rail Gun

541 533

542 A shoulder mounted railgun capable of providing high levels of damage at a long range. 534 A shoulder mounted railgun capable of providing high levels of damage at a long range.

543 Completion on UI tech has slightly pushed the completion date for this weapon. 535 Completion on UI tech has slightly pushed the completion date for this weapon.

544 ETA is 9th June (was 8th June) 536 ETA is 9th June (was 8th June)

545 537

546 Klaus and Werner Gallant Rifle 538 Klaus and Werner Gallant Rifle

547 539

548 Feature Complete 540 Feature Complete

549 541

550 Arrowhead Sniper Rifle 542 Arrowhead Sniper Rifle

551 543

552 Rework of the legacy weapon. 544 Rework of the legacy weapon.

553 Feature Complete Some minor polish remains. 545 Feature Complete Some minor polish remains.

554 546

555 KSAR Devastator-12 Shotgun 547 KSAR Devastator-12 Shotgun

556 548

557 Rework of the legacy weapon. 549 Rework of the legacy weapon.

558 Feature Complete Some minor polish remains. 550 Feature Complete Some minor polish remains.

559 551

560 Klaus and Werner Arclight Pistol 552 h2.Klaus and Werner Arclight Pistol

561 553

562 Rework of the legacy weapon. 554 Rework of the legacy weapon.

563 With the moving of our release date, this weapon rework has been signed off to be included for the 3.0.0 release. 555 With the moving of our release date, this weapon rework has been signed off to be included for the 3.0.0 release.

564 Feature Complete 556 Feature Complete

565 557

566 Gemini L86 Pistol 558 h2.Gemini L86 Pistol

567 559

568 Rework of the legacy weapon. 560 Rework of the legacy weapon.

569 With the moving of our release date, this weapon rework has been signed off to be included for the 3.0.0 release. 561 With the moving of our release date, this weapon rework has been signed off to be included for the 3.0.0 release.

570 ETA is 28th July 562 ETA is 28th July

571 563

572 Behring P4-AR 564 Behring P4-AR

573 565

574 Rework of the legacy weapon. 566 Rework of the legacy weapon.

575 With the moving of our release date, this weapon rework has been signed off to be included for the 3.0.0 release. 567 Feature Complete

576 ETA is 19th July

577 568

578 Beyond 3.0.0 - Overview 569 Beyond 3.0.0 - Overview

579 570

580 Click Here to Download. 571 Click Here to Download.

581 572

582 3.1.0 Goals 573 3.1.0 Goals

583 PERSISTENT UNIVERSE CONTENT 574 PERSISTENT UNIVERSE CONTENT

584 New Additions: 575 New Additions:

585 576

586 Modular Space Station – Truckstop 577 Modular Space Station – Truckstop

587 Arc Corp / Area 18 578 Arc Corp / Area 18

588 579

589 FPS / SPACE GAMEPLAY 580 FPS / SPACE GAMEPLAY

590 New Additions: 581 New Additions:

591 582

592 Female Player Locomotion 583 Female Player Locomotion

593 AI Locomotion 584 AI Locomotion

594 Shouldered Weapons 585 Shouldered Weapons

595 Throwable Weapons 586 Throwable Weapons

596 Armed (FPS Weapon Equipped) 587 Armed (FPS Weapon Equipped)

597 Fists 588 Fists

598 Knife 589 Knife

599 Take down (Front, Sides, Rear) 590 Take down (Front, Sides, Rear)

600 Knockdown and Knockbacks 591 Knockdown and Knockbacks

601 592

602 CORE DEV TECH AND SYSTEMS 593 CORE DEV TECH AND SYSTEMS

603 New Additions: 594 New Additions:

604 595

605 Fuel (Item 2.0) 596 Fuel (Item 2.0)

606 Criminality System 597 Criminality System

607 Room System v2 (Physical Depressurization) 598 Room System v2 (Physical Depressurization)

608 Item 2.0 Elevators v2 599 Item 2.0 Elevators v2

609 Item 2.0 Airlocks v2 600 Item 2.0 Airlocks v2

610 Diffusion Refactor 601 Diffusion Refactor

611 Item Degradation/Failure/Luck 602 Item Degradation/Failure/Luck

612 Service Beacon v1 603 Service Beacon v1

613 Parties and Orgs(Group Entity Component) 604 Parties and Orgs(Group Entity Component)

614 Game persistence 605 Game persistence

615 Spectrum Integration in game 606 Spectrum Integration in game

616 Repair and Restock System 607 Repair and Restock System

617 Elevators v2 608 Elevators v2

618 Bind / Unbinding 609 Bind / Unbinding

619 Object Container Streaming Core Engine Support 610 Object Container Streaming Core Engine Support

620 611

621 Ships: 612 Ships:

622 613

623 MISC Razor 614 MISC Razor

624 RSI Aurora (Update) 615 RSI Aurora (Update)

625 ANVIL Terrapin 616 ANVIL Terrapin

626 MISC Hull C 617 MISC Hull C

627 DRAKE Cutlass Red 618 DRAKE Cutlass Red

628 DRAKE Cutlass Blue 619 DRAKE Cutlass Blue

629 AEGIS Vanguard Harbinger (Variant) 620 AEGIS Vanguard Harbinger (Variant)

630 621

631 3.2.0 Goals 622 3.2.0 Goals

632 PERSISTENT UNIVERSE CONTENT 623 PERSISTENT UNIVERSE CONTENT

633 New Additions: 624 New Additions:

634 625

635 Crusader 626 Crusader

636 Hurston 627 Hurston

637 MicroTech (Stretch Goal) 628 MicroTech (Stretch Goal)

638 629

639 FPS / SPACE GAMEPLAY 630 FPS / SPACE GAMEPLAY

640 New Additions: 631 New Additions:

641 632

642 New Ammo Types 633 New Ammo Types

643 Gadgets (drones / shields) 634 Gadgets (drones / shields)

644 Bumps 635 Bumps

645 Coperative Avoidance 636 Coperative Avoidance

646 Downed 637 Downed

647 Drowning 638 Drowning

648 Item Inspection 639 Item Inspection

649 Looting IK / Permissions 640 Looting IK / Permissions

650 641

651 CORE DEV TECH AND SYSTEMS 642 CORE DEV TECH AND SYSTEMS

652 New Additions: 643 New Additions:

653 644

654 NPC Generation (Archetype) 645 NPC Generation (Archetype)

655 Interaction System – Useables 646 Interaction System – Useables

656 Radar System (Item 2.0) 647 Radar System (Item 2.0)

657 Cargo v2 648 Cargo v2

658 Service Beacon v2 649 Service Beacon v2

659 StarMap v2 650 StarMap v2

660 Gas Giant Tech 651 Gas Giant Tech

661 Ship to Ship Refuel System 652 Ship to Ship Refuel System

662 Breaching 653 Breaching

663 Security / Access Control 654 Security / Access Control

664 Object Container Streaming 655 Object Container Streaming

665 656

666 Ships: 657 Ships:

667 658

668 RSI Constellation Pheonix 659 RSI Constellation Pheonix

669 RSI Constellation Taurus 660 RSI Constellation Taurus

670 MISC Freelancer MAX 661 MISC Freelancer MAX

671 AEGIS Vanguard Sentinel (Variant) 662 AEGIS Vanguard Sentinel (Variant)