-76 Removals
+75 Additions
2.6.0 OVERVIEW
2.6.0 OVERVIEW
The following lists and charts show our progress towards releasing 2.6.0, with all remaining major tasks listed.
The following lists and charts show our progress towards releasing 2.6.0, with all remaining major tasks listed.
Tasks are either feature complete, or have an ETA for completion.
Tasks are either feature complete, or have an ETA for completion.
Some tasks may require further QA, bug-fixing and iteration.
Some tasks may require further QA, bug-fixing and iteration.
Tasks that delay beyond our target dates might cause the release of 2.6.0 to be delayed, or might be excluded from 2.6.0 if appropriate to maintain the release date target.
Tasks that delay beyond our target dates might cause the release of 2.6.0 to be delayed, or might be excluded from 2.6.0 if appropriate to maintain the release date target.
2.6.0 work is separated into Subsections: Star Marine, Arena Commander, Technology & Systems, Content, Front End and Mega Map.
2.6.0 work is separated into Subsections: Star Marine, Arena Commander, Technology & Systems, Content, Front End and Mega Map.
We successfully pushed the 2.6.0 patch to the Evocati on Tuesday 29th November, and we’ve been getting some great feedback from their playtesting. Our developers are still hard at work fixing bugs and polishing the features to get them a state where they’re ready for testing by a wider group of people on our regular PTU. As you’ve seen from our schedules over the last few weeks, some of our features have hit bumps in the road, and consequently has caused delayed. Consequently, we are moving our provisional Live date to 16th December.
We are still in tests with Evocati for 2.6.0, and have been getting loads of great feedback from them. The team have been making some really good progress on our features, and on bug fixing. We’ve still got just a little further to go before we’re comfortable to put this up on the full PTU, be we are getting closer by the day.
BUG PROGRESS
As we near releasing to a full PTU, and eventually Live, we want to give an overview of how the team is progressing in their bug fixing. This image shows a Created versus Resolved chart for our “2.6.0 Must Fix Issues” over the last 5 days. The cumulative total is showed at the bottom of the graph, while the data points in the graph shows progress each day.
BREAKDOWN BY SUBSECTION
BREAKDOWN BY SUBSECTION
STAR MARINE
STAR MARINE
CODE
CODE
Feature complete
Feature complete
The following areas are undergoing improvements:
The following areas are undergoing improvements:
Grenade network sync
Grenade network sync
Death/Hit Reaction network sync
Death/Hit Reaction network sync
Ragdoll
Ragdoll
Looting
Looting
Loadout persistence is work in progress. ETA is 9th December (delayed from 2nd December)
Persistent loadouts are still WIP but we are making good progress to get everything fully functional ASAP
General bug fixing for 2.6.0 by the Code team
General bug fixing for 2.6.0 by the Code team
ANIMATION
ANIMATION
Feature complete
Feature complete
Reviewing all in game animations to identify improvements
Reviewing all in game animations to identify improvements
Combat Signals animation improvements/polish
General bug fixing for 2.6.0 by the Animation team
General bug fixing for 2.6.0 by the Animation team
COMBAT SIGNALS
COMBAT SIGNALS
Feature complete
Feature complete
Ready for QA
Ready for QA
DESTRUCTIBLE PROPS
DESTRUCTIBLE PROPS
Engineering has a version working for glass
Breakables are currently being tested ingame after some bug fixes have taken place; we hope to be able to put some additional assets in next to the breakable glass that people can play around with
Props serialization issues require code investigation, which is ongoing.
ETA is Today
ETA is 9th of December
FACIAL IDLES
FACIAL IDLES
Firing, neutral and combat are implemented
Firing, neutral, combat, and final death pose are implemented
Mapping out remaining work with Code for the other idles (beinghit, dying, hurtbad, hurtmild, sleeping, killsatisfy, dead)
Being hurt, being hit, and kill satisfaction are still outstanding
Animation team are tweaking animations
This has been delayed due to work on destructible props and other vital bug fixing
This has been delayed due to work on destructible props
ETA is 14th December (delayed from 9th November)
ETA is 9th of December (delayed from 30th November)
CHARACTER ART
CHARACTER ART
Feature complete
Feature complete
Marine and Outlaw material updates are completed
Marine and Outlaw material updates are completed
LEVEL DESIGN
LEVEL DESIGN
Feature complete
Feature complete
Art dressing for Demien is now complete
Echo Eleven & Station Demien layout balancing has been completed
There are some design changes needed for Echo 11 after feedback. ETA is 9th December
Art is now finalizing their work with bug fixes going on, and also final lighting passes to shape areas properly
Balancing pass on last stand happened: reduced rounds from 6 to 4, 7 minutes round length, team swap still happening after 2 rounds, 300 points score limit per round to ensure matches are more decided by scoring rather than time
General bug fixing and polish is in progress
General bug fixing and polish is in progress
ARENA COMMANDER BALANCE / IMPROVEMENTS
ARENA COMMANDER BALANCE / IMPROVEMENTS
PIRATE SWARM
PIRATE SWARM
Feature complete
Feature complete
Further polish and tweaking is still needed
Further polish and tweaking is still needed
The gamerules will be set up with the new method as part of the mega map work.
This means that for the time being, QA will have to access this mode in profile by debug commands
An image for the mode has been created and needs to be hooked up in Code. ETA is 5th December (Delayed from 30th November)
PICKUPS
PICKUPS
Feature complete
We are aiming to add a further two pickups into Arena Commander
Pickup item is in the process of being visually improved so it is more indicative of the type of pickup it is
ETA is 14th December (delayed from 9th December)
ETA is 9th December (delayed from 2nd December)
NEW MISSIONS
NEW MISSIONS
Feature complete
Feature complete
In testing with QA
In testing with QA
SCORING REBALANCE
SCORING REBALANCE
Feature complete
Feature complete
Battle Royale and Squadron Battle have now had their win scores reassessed, it should now be possible to reach the target score before the time runs out
Battle Royale and Squadron Battle have now had their win scores reassessed, it should now be possible to reach the target score before the time runs out
IFCS MISSILE GUIDANCE
IFCS MISSILE GUIDANCE
Work is delayed slightly due to time needing to be split between the IFCS missile guidance and improved Afterburners for general ship balance
Fixing a final issues in the code to allow tech design to implement their final changes
ETA is 6th December (delayed from 2nd December)
ETA is 12th December (delayed from 6th December)
SHIP BALANCE
SHIP BALANCE
Further balance changes are in progress after further feedback moving previous date back. ETA is 9th December (delayed from 30th November)
Further balance changes are in progress after further feedback moving previous date back.
ETA is 12th December (delayed from 9th December)
GFORCES
GFORCES
We have taken a bit of time to do some competitive analysis which has added a few extra days, but will help improve the experience
Final fixes are being worked on ready for final review
ETA is 5th December (delayed from 2nd December)
ETA is Today (delayed from 5th December)
TECH / SYSTEMS
TECH / SYSTEMS
NETWORK – BIND CULLING
This is now being pushed from 2.6.0 due to it going over schedule and the networking team needing more time for bug fixing and support for the Mega Map
NETWORK – MESSAGE ORDERING
NETWORK – MESSAGE ORDERING
Delayed slightly due to illness
Feature complete
Network Engineering is finishing off current work on message ordering today ready for QA to being testing this on Monday
Bug fixing as needed
If these tests from QA don’t show serious issues, the work will be submitted on Monday
ETA is 5th December (was 28th November)
NETWORK – SERIALIZED VARIABLE (STRETCH GOAL)
NETWORK – SERIALIZED VARIABLE (STRETCH GOAL)
Delayed slightly due to illness
Delayed slightly due to bugs with Message Ordering
ETA is 9th December (delayed from 8th December)
ETA is 14th December (delayed from 9th December)
CAMERA IMPROVEMENTS
CAMERA IMPROVEMENTS
Feature complete
Feature complete
Bug fixing as needed
Bug fixing as needed
MUSIC LOGIC SYSTEM
MUSIC LOGIC SYSTEM
Feature complete
Feature complete
All music has been received from the composer and implemented
All music has been received from the composer and implemented
SHIP COMPUTER 1.X
SHIP COMPUTER 1.X
Ground work for allowing the player to select the verbosity of ship computer.
Ground work for allowing the player to select the verbosity of ship computer.
Delayed due to some technical hurdles and investigation into the AI system
Feature complete
ETA is 6th December (delayed from 29th November)
CONTENT
CONTENT
VANGUARD HOPLITE
VANGUARD HOPLITE
Feature complete
Feature complete
In testing with QA
In testing with QA
Bug Fixing
Bug Fixing
DRAKE HERALD
DRAKE HERALD
Feature complete
Feature complete
In testing with QA
In testing with QA
Bug Fixing
Bug Fixing
GRIM HEX BAR
GRIM HEX BAR
Feature complete
Feature complete
In testing with QA
In testing with QA
Bug Fixing
Bug Fixing
SPECIAL EDITION SHIPS (SABRE, VANGUARD, HORNET, AVENGER)
SPECIAL EDITION SHIPS (SABRE, VANGUARD, HORNET, AVENGER)
In testing with QA
In testing with QA
Bug Fixing
Bug Fixing
DRAKE CATERPILLAR
DRAKE CATERPILLAR
ETA is Today
There were some delays on the final Tech setup of this ship which impacted the start date of the final Audio
The ship will then enter testing and bug fixing
Audio have also experienced some software issues that have impacted their work time
ETA is 12th December (delayed from 2nd December)
ORIGIN 85X
ORIGIN 85X
ETA is Today
Feature complete
The ship will then enter testing and bug fixing
In testing with QA
Bug Fixing
UI AND FRONT END REFACTOR
UI AND FRONT END REFACTOR
UI
UI
Star Marine Environment Screens are done on the art side, but require code hookup. ETA is 6th December (delayed from 30th November)
Star Marine Environment Screens first pass is now complete
Arena Commander Pickup Icons are done, pending full signoff. ETA is *6th December*(delayed from 28th November)
Bug fixing to follow
Electronic Access Widgets are undergoing final polish. ETA is 9th December (delayed from 18th November)
Two new Arena Commander Pickup Icons are being aded. ETA is 14th December
Electronic Access Widgets are undergoing final polish. ETA is Today
Bug fixing to follow
LOBBIES AND MAIN MENU
LOBBIES AND MAIN MENU
Star Marine Loadout Customisation. ETA is 9th December (delayed from 28th November)
Star Marine Loadout Customisation. ETA is 12th December (delayed from 9th December)
Arena Commander Ship Customisation. ETA is 5th December
Delayed due to bugs with persistent Star Marine loadouts
Front End Flow. ETA is 9th December (delayed from 28th November)
Arena Commander Ship Customisation. ETA is 14th December (delayed from 13th December)
Delayed due to fixing bugs in Star Marine loadout persistence
Front End Flow ETA is 12th December (delayed from 9th December)
LEADERBOARD SERVICE
LEADERBOARD SERVICE
Feature complete
Feature complete
Additions for Star Marine game modes are communicating with the web platform
Additions for Star Marine game modes are communicating with the web platform
MEGA MAP (STRETCH GOAL)
MEGA MAP (STRETCH GOAL)
GAMERULES
GAMERULES
GameRules stats refactor in yesterday which fixed a bug with malformed packets
Gameplay Engineering have things now in a state where we’re able to switch maps in Single player without loading back to the Main menu
Gamecode Engineering are now working on fixing further issues that will allow the Entity work to continue next week
For Example you can now go from an empty map to Survival on Broken Moon, to an empty map, then to Survival Dying Star
ETA is 9th December
There are still plenty of obvious issues to tackle before pushing this to QA
ETA is 12th December (delayed from 9th December)
ENTITIES
ENTITIES
Work for this is now waiting on Gamerules being complete. Once that is done, the remaining work should take a few days.
Work for this is now waiting on Gamerules being complete. Once that is done, the remaining work should take a few days.
ETA is 13th December currently
ETA is 14th December (delayed from 13th December)
NETWORK
NETWORK
The progress overall is really good thus far, the Network now works for all scenarios, including: connecting to different map, or map with different object containers.
Network Engineering is getting to the end of stripping out the old parts of CryLobby/CryMatchmaking
Server-side changes for disconnects, refactoring and bug fixing remaining
More of the Gamerules work will need to be completed for in order to finish the Network side properly
Network also need to take the entity updates and Gamerules changes so that they integrate.
ETA is 14th December (delayed from 9th December)
We would expect that there will be some engine lobby changes that need simplified so that the mega map works with the backend servers
This is complex code and new territory. ETA is 8th December
3.X AND BEYOND - MILESTONES OVERVIEW
3.X AND BEYOND - MILESTONES OVERVIEW
3.0 – The Stanton System
3.0 – The Stanton System
BASIC PROFESSION FUNCTIONS
BASIC PROFESSION FUNCTIONS
Trading – Be able to buy/sell commodities via kiosks and NPCs among the various landing zones.
Trading – Be able to buy/sell commodities via kiosks and NPCs among the various landing zones.
Cargo Transport – Pick up hauling jobs between landing zones. Automatic cargo load/unload, manual cargo transport.
Cargo Transport – Pick up hauling jobs between landing zones. Automatic cargo load/unload, manual cargo transport.
Piracy and Smuggling – Establish secure/non-secure areas. AI Security response to attacks. Add the ability to retrieve floating cargo from destroyed ships. Create buy/sell system for illicit cargo.
Piracy and Smuggling – Establish secure/non-secure areas. AI Security response to attacks. Add the ability to retrieve floating cargo from destroyed ships. Create buy/sell system for illicit cargo.
Mercenary – Create Service Beacon System (for Combat Assist Contracts). Create AI distress scenarios.
Mercenary – Create Service Beacon System (for Combat Assist Contracts). Create AI distress scenarios.
Bounty Hunter – Accept missions to terminate wanted players and NPCs.
Bounty Hunter – Accept missions to terminate wanted players and NPCs.
NEW SHIPS
NEW SHIPS
RSI Ursa Rover – This rugged all-terrain vehicle is perfect for exploring vast planets.
RSI Ursa Rover – This rugged all-terrain vehicle is perfect for exploring vast planets.
Drake Dragonfly – This fast open-cockpit ship has been seen flying both in atmosphere and in space.
Drake Dragonfly – This fast open-cockpit ship has been seen flying both in atmosphere and in space.
Drake Caterpillar – This large, modular cargo ship has a mixed reputation, to some it’s a spacious affordable hauler, to others, it’s up to no good.
Drake Caterpillar – This large, modular cargo ship has a mixed reputation, to some it’s a spacious affordable hauler, to others, it’s up to no good.
RSI Constellation Aquila – The exploration variant of the classic RSI Constellation.
RSI Constellation Aquila – The exploration variant of the classic RSI Constellation.
STANTON SYSTEM ROLL-OUT
STANTON SYSTEM ROLL-OUT
Travel around the various planets and stations within the Stanton System. Although technically a UEE system, all of these planets were sold to MegaCorps to help fund the government.
Travel around the various planets and stations within the Stanton System. Although technically a UEE system, all of these planets were sold to MegaCorps to help fund the government.
Debut of Planetary Tech
Debut of Planetary Tech
Expanding the Stanton System
Expanding the Stanton System
ArcCorp
ArcCorp
Hurston
Hurston
Microtech
Microtech
Crusader
Crusader
Delamar
Delamar
New Space Stations, moons and Asteroid belts
New Space Stations, moons and Asteroid belts
3.1 – Mining & Refining
3.1 – Mining & Refining
BASIC PROFESSION FUNCTIONS
BASIC PROFESSION FUNCTIONS
Mining – Retrieve solid and gaseous commodities from planet surfaces, manual cargo transport, refining materials.
Mining – Retrieve solid and gaseous commodities from planet surfaces, manual cargo transport, refining materials.
Refining and Processing – Process raw ore into purified commodities. Most shops will only deal in one or the other form. Initial implementation might be to have dedicated shops handle the refining.
Refining and Processing – Process raw ore into purified commodities. Most shops will only deal in one or the other form. Initial implementation might be to have dedicated shops handle the refining.
Quantum Interdiction – Be able to interdict Player ships from Quantum travel.
Quantum Interdiction – Be able to interdict Player ships from Quantum travel.
Refueling – Add Refuel Contracts to Service Beacon. AI tankers and fuel requests (as well as player fuel requests)
Refueling – Add Refuel Contracts to Service Beacon. AI tankers and fuel requests (as well as player fuel requests)
Escort – Protect one or more ships from harm. Add Escort contracts to Service Beacon. Implement Quantum Linking (multiple ships jumping together)
Escort – Protect one or more ships from harm. Add Escort contracts to Service Beacon. Implement Quantum Linking (multiple ships jumping together)
ADDITIONAL SOLAR SYSTEM LOCATIONS
ADDITIONAL SOLAR SYSTEM LOCATIONS
NEW SHIPS
NEW SHIPS
Drake Cutlass Red & Blue – Variants of the popular Drake fighter.
Drake Cutlass Red & Blue – Variants of the popular Drake fighter.
MISC Hull C – This medium sized cargo ship is one of the most common hauling ships in the Empire.
MISC Hull C – This medium sized cargo ship is one of the most common hauling ships in the Empire.
MISC Prospector – A small mining vessel for solo operators.
MISC Prospector – A small mining vessel for solo operators.
Origin 85x – The luxury away-vessel first seen in the 890 Jump brochure.
Origin 85x – The luxury away-vessel first seen in the 890 Jump brochure.
3.2 – Repair & Salvage
3.2 – Repair & Salvage
BASIC PROFESSION FUNCTIONS
BASIC PROFESSION FUNCTIONS
Salvage – Strip commodities from ship hulls via handheld tools, retrieve crates and other valuables from derelicts and debris.
Salvage – Strip commodities from ship hulls via handheld tools, retrieve crates and other valuables from derelicts and debris.
Repair – Repair damaged ship via tools (later implementation will incorporate the Crucible), repair damaged satellites or stations.
Repair – Repair damaged ship via tools (later implementation will incorporate the Crucible), repair damaged satellites or stations.
Mercenary – Covert Operations – Patrol areas of space, protect stationary entities, advanced mission scenarios: infiltration/covert (retrieve data/object from enemy, sabotage, etc.), hostage rescue missions)
Mercenary – Covert Operations – Patrol areas of space, protect stationary entities, advanced mission scenarios: infiltration/covert (retrieve data/object from enemy, sabotage, etc.), hostage rescue missions)
ADDITIONAL SOLAR SYSTEM LOCATIONS
ADDITIONAL SOLAR SYSTEM LOCATIONS
NEW SHIPS
NEW SHIPS
RSI Constellation Taurus – The entry-model of RSI’s iconic Constellation line.
RSI Constellation Taurus – The entry-model of RSI’s iconic Constellation line.
RSI Constellation Phoenix – The luxury model of RSI’s iconic Constellation line.
RSI Constellation Phoenix – The luxury model of RSI’s iconic Constellation line.
Anvil Terrapin – The tough and rugged Scanning and Exploration ship.
Anvil Terrapin – The tough and rugged Scanning and Exploration ship.
AEGIS Vanguard Harbinger – The variant of the Vanguard has been converted into a bomber.
AEGIS Vanguard Harbinger – The variant of the Vanguard has been converted into a bomber.
AEGIS Vanguard Sentinel – An E-War variant of the Vanguard line.
AEGIS Vanguard Sentinel – An E-War variant of the Vanguard line.
AEGIS Reclaimer – Aegis’ industrial salvage ship.
AEGIS Reclaimer – Aegis’ industrial salvage ship.
3.3 – Farming & Rescue
3.3 – Farming & Rescue
BASIC PROFESSION FUNCTIONS
BASIC PROFESSION FUNCTIONS
Farming – Plant and grow crops, harvest when appropriate, and sell the final product.
Farming – Plant and grow crops, harvest when appropriate, and sell the final product.
Rescue – Rescue NPCs from a variety of dangers (powerless stations, damaged ships in decaying orbits, evacuate personnel, etc.)
Rescue – Rescue NPCs from a variety of dangers (powerless stations, damaged ships in decaying orbits, evacuate personnel, etc.)
ADDITIONAL SOLAR SYSTEM LOCATIONS
ADDITIONAL SOLAR SYSTEM LOCATIONS
NEW SHIPS
NEW SHIPS
Anvil Carrack – Anvil’s long-range exploration ship.
Anvil Carrack – Anvil’s long-range exploration ship.
890 Jump – Luxury cruise liner from Origin.
890 Jump – Luxury cruise liner from Origin.
Banu Merchantman – The first Banu spaceship to be introduced in game, the Merchantman is a massive cargo ship.
Banu Merchantman – The first Banu spaceship to be introduced in game, the Merchantman is a massive cargo ship.
MISC Reliant Variants – All variants of MISC’s rotating vertical ship.
MISC Reliant Variants – All variants of MISC’s rotating vertical ship.
4.0 Jump Points
4.0 Jump Points
BASIC PROFESSION FUNCTIONS
BASIC PROFESSION FUNCTIONS
Travel to multiple Star Systems – The universe expands beyond the Stanton System.
Travel to multiple Star Systems – The universe expands beyond the Stanton System.
Exploration and Discovery – Find unknown asteroids, derelicts, fuel sources, bases, commodity locations, scanning of space and surfaces in order to utilize, share or sell the information.
Exploration and Discovery – Find unknown asteroids, derelicts, fuel sources, bases, commodity locations, scanning of space and surfaces in order to utilize, share or sell the information.
Science and Research – Retrieve samples from space and planetside locations for analysis, atmospheric manipulation, scan/analyze various phenomena.
Science and Research – Retrieve samples from space and planetside locations for analysis, atmospheric manipulation, scan/analyze various phenomena.
ADDITIONAL SOLAR SYSTEM LOCATIONS
ADDITIONAL SOLAR SYSTEM LOCATIONS
NEW SHIPS
NEW SHIPS
RSI Orion
RSI Orion
Anvil Crucible
Anvil Crucible
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