Star Citizen Newsletter - Alpha 2.6.1 on the PTU |
February 10th, 2017 |
Greetings Citizen. |
The call went out to the Evocati this week with the release of Alpha 2.6.1 to the PTU. Multi-regional server support, the mega-map, Star Marine upgrades and more are currently being put through the paces by our dedicated team of testers. The feedback has been helpful, and we’ve already expanded the PTU to include additional waves of players, plus our Concierge and Subscribers. And the next version being published to PTU today will be available to all backers for testing. Meanwhile, I spent the week working out of our UK office where advancements are being made to elements essential for Squadron 42 and Alpha 3.0. The timing of my trip here couldn’t have been more perfect as the office held the first ever Foundry 42 UK Bake-Off. Take it from me, the talent and artistry of our Foundry 42 UK employees extends well beyond game development. Finally, January’s monthly report is now available for you to go through with a fine tooth comb. This month’s report contains information on character customization, Item 2.0, Subsumption and much, much more. Be sure to check it out. |
-- Chris Roberts |
This week’s sneak peek shows off a high poly pass at heavy armor used by the UEE Marines. Built by Clark Defense Systems, what this heavy armor lacks in mobility it makes up for with superior damage absorption from both ballistic and energy weapons.
there are some changes in FM,mostly speed corrections in various ships but that doesn't look like anything significant
These changes in speed are very significant to many players. Speed 'nerfs' in 2.6 was a highly debated topic. Furthermore, regional servers are something that is of interest to many international players.
And by the way if you finding any of these changes to be cool and important for the game itself maybe you should finally throw 50 bucks into it,backed this project and enjoy a bit in that awesomeness?
> Missiles not inheriting velocity from ships
Literally a single line of C++ code is all you need to implement that provided your engine has decent vector classes. All you need to do is add the ships velocity vector to the velocity vector of the missile when it's spawned. Why don't they just fix it? Is the engine really so botched that it can't be patched in 1 minute by adding a vector addition to the missile entity code? Some of the bugs listed drives me g nuts because they shouldn't be there in the first place.
It certainly isn't going to be the "thousands of ships" they dream about.