(Frjádagr) Today we are going to be releasing a new 4.0.2 build to PTU for Evocati only over the weekend while we work on further transit and elevator updates. This initial build will have a new Pyro Event as well as 24+ Issue Council bug fixes to test. Goal is still to have Elevators in a much better state to open further waves.
The crowd has a lightning rod to hate and keep Chris free of blame:Overall, this is the saltiest i've seen Spectrum ever.
I personally cannot stand listening to [Rich Tyrer].
He reminds me of every entry-level-but-failed-up, self assured, and untalented developer I have ever fired.
The only thing I have ever liked about him is Jared's puppet.
With SQ42 coming next year* we really want new players coming over to try SC after Squadron to have a good experience and we all know that's not currently the case. Hence we will be mainly working on fixing bugs - both in SQ42 and SC - this year, rather than the features you were hoping for.
Also as part of the run up to SQ42 we are planning on adding a storyline into the PU that builds towards the Squadron launch - we'll be adding various new alien NPCs** into the 'verse - watch out for them attacking as you fly around the 'verse!
I also think probably the major fail from last night's stream that not many are talking about was cutting down on SCL / ISC features this year (I think they were at least halving them?). This project lives on Hopium and especially with there being fewer new features this year they really need to keep people involved with that drip-drip-drip of content.
** Alien NPCs should just be a content update - not new features - so might be easier than most things
Chris Roberts?He reminds me of every entry-level-but-failed-up, self assured, and untalented developer I have ever fired.
- Possibly Fixed: Server freezes without server error (STARC-154601)
- Possibly Fixed: Multivehicle - PU - Vehicles / resource network - Power allocation, Power pips, set to 0 or off randomly (STARC-152982)
- Possibly Fixed: Multivehicle - PU - Vehicles - Quantum travel stops after travelling a short distance before reaching the target location. (STARC-150072)
- Possibly Fixed: PU - Location / Hangar / Transit Elevator / Physic - Players can enter Non-owner Personal Hangar, Occasionally ending up out of Boundary without Player Control (STARC-147052)
- Possibly Fixed: PU - Multisystem - Mission Refactor - Missions - Hauling - Missions are not rewarding players with payment after completion (STARC-145989)
- Possibly Fixed: PU - Pyro - Locations - Freight elevator kiosk missing in RAB locations (STARC-137488)
- Possibly Fixed: PU - Mission Refactor - Missions / Quantum Travel - Support Attacked Ship - Unable to set a route and Quantum Travel to mission location (STARC-145197)
- Possibly Fixed: PU - Stanton - Locations - Freight Kiosk / Freight Elevator - Freight Manager gets stuck on "Transferring to Warehouse" when lowering the gate for the Freight Elevator (STARC-143319)
- Possibly Fixed: PU - Pyro - Outposts - Locations - Monox - Building interior missing from outpost (STARC-151477)
- Possibly Fixed: Vehicle - Drake Cutlass Red - Art - There is a strut obstructing the pilots view visible above the new MFDs (STARC-131724)
- Possibly Fixed: Multivehicle - PU - Vehicles / Quantum - Quantum travel from Planet to LEO QT jumps past destination (STARC-151947)
- Possibly Fixed: PU - Pyro - Derelict Outposts - Locations - Art / Collision - Players can get stuck in between to walls of collision on the side of the Lookout/Watch tower at the Derelict Outposts (STARC-150165)
- Possibly Fixed: PU - Contested Zones (CZ) - Vehicles / Ship Components / VMA - Unable to equip components from contested zone (STARC-145524)
- Possibly Fixed: Multivehicle - PU - Vehicles - UI - HUD - Advanced HUD goes away (STARC-145359)
- Possibly Fixed: Multivehicle - PU - Ships / Ship Feature / UI - There is no F-Interaction on the side door while inside any of the Freelancer Variants or Prospector (STARC-130350)
- Possibly Fixed: Crusader Hercules Starlifter - ALL VARIANTS - Vehicle / Landing Gear/ Ramp - Hercules spawn/land off balance on hangar floor (STARC-130372)
- Possibly Fixed: Multivehicle - PU - Vehicles / Locations - Quantum Travel - Ships do not begin QT when the spooling is ready (STARC-146880)
- Possibly Fixed: PU - Salvage / Filler Station / UI - The Filler Station UI has a black background, text overlaps, and some missing elements (STARC-130086)
- Possibly Fixed: MISC Fortune - Vehicle / Lighting - Some dashboard lights transition to intense white lights when the vehicle enters lightstates 2 and 3 obscuring the players view (STARC-154485)
- Possibly Fixed: Drake Caterpillar - PU - Vehicles / Art / Physics - Animating proxies are blocking off the majority of the front cargo module when closed and the entrance when open (STARC-154435)
- Possibly Fixed: Crusader Industries Mercury Star Runner - PU - Vehicles / Weapons - FPS weapons disappear when placed in the MSR weapon racks (STARC-154465)
- Possibly Fixed: PU - Game Code / Logging - A detailed report populates in the user's console whenever a nearby actor is killed (STARC-154138)
- Possibly Fixed: Origin 135c - PU - Vehicles / Cargo - Cargo Bay Geometry Blocks SCU Crates (STARC-152855)
- Possibly Fixed: ANVL Terrapin - PU- vehicles - Terrapin Medic -> Emergency flashing light activation absent (STARC-146680)
- Possibly Fixed: Consolidated Outland Nomad - Vehicles - Stanton - Nomad shield generator components difficult to detach (STARC-71388)
- Possibly Fixed: PU - UI - HUD - AR / Lens - Using strictly uppercase metric distance abbreviations implies incorrect units of measurement (STARC-103748)
- Possibly Fixed: Inconsistent markers for Salvage Panels (STARC-95577)
- Possibly Fixed: Some missions are propagating with no reward
- Possibly Fixed: PU - Pyro - Salvage - Mission Content / Ships / Vehicles / Quantum Drive - Players are unable to QT to mission location
- Possibly Fixed: MISC Fortune - Vehicle - Animation / Landing Gear -The landing gear clips through the top of the vehicle briefly during deploy and retract animations
- Possibly Fixed: PU - Pyro - Outposts - Locations - Automatic doors at outposts are not opening
- Possibly Fixed: Drake Cutlass Series - PU - Vehicles / Collision - When a player walks beneath a raised Cutlass Pilot's seat, they will fall out of the ship
- Possibly Fixed: PU - Stanton - Cargo Hauling - Mission Content / UI - Freight Elevators - When trying to move over more cargo than the capacity of the elevator the kiosk will say "Obstructed" until you exit
- Possibly Fixed: Graphics - Gas Clouds - Runtime Cubemaps cause gascloud flickering as the queue processes
- Possibly Fixed: PU - Missions / mobiGlas - Mercenary - Unverified Contracts offer 0 aUEC reward
Yep, it happened to me today, suddenly star suffocating for no reason, my life percentage start running out and if I move even a bit the heart rate goes up like crazy. There's an issue already opened:
https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-154656
[updates] are likely not going to come out quarterly anymore
Incidentally, the Inside Star Citizen videos will no longer be weekly, while future episodes of Star Citizen Live will be on a more fluid schedule.
He also tries to explain how there’s no “silver bullet” patch to fix the game
Star Citizen slowing down updates?! LOL.
Comms cadence is taking a hit?
Hype was their primary and most consistent output. This is serious!
So they are now starting to talk business in terms of stability and engine/feature as funds are drying up?
Or it is rats leaving the sinking ship “one more dance, all is fine, just a bit of cleanup needed” titanic mode?
Gotta get back in for those lastOh and FWIW, some bonus Hot Gossip confirmation: Sandi is back in the building.
Recap of "Star Citizen Live SPECIAL EDITION: A More Stable Universe"
Introduction: A Shift in Development Focus
As Star Citizen enters 2025, Cloud Imperium Games (CIG) is making a significant shift in its development strategy. Instead of continuously introducing new features that often introduce instability, the focus is now on stability, bug fixing, and performance improvements. This decision stems from years of player frustration over persistent technical issues and game-breaking bugs.
The December Letter from the Chairman outlined this transition, emphasizing quality-of-life improvements over frequent but unstable feature releases. Major gameplay additions like Resource Network, Crafting, and Base Building will be tested more thoroughly before release, reducing disruptions to the Persistent Universe.
Key Changes in Development Strategy
More Engineering Resources for Stability & Performance
- Reallocation of top engineers from new feature development to fixing critical, long-standing issues.
- Focus areas:
- Elevators and transit systems
- Ship and cargo persistence
- Server and network improvements to reduce lag and improve performance.
Content Over Features
- Instead of introducing risky, unfinished features, updates will refine existing gameplay.
- Players will see Faction Warfare, System Expansion, and Dynamic Events that leverage current game mechanics rather than requiring new tech.
🛠 A Smarter Approach to Bug Fixing
- The Director’s List—a high-priority list of game-breaking bugs that must be fixed before adding new content.
- Joker Card Initiative—developers can bypass bureaucratic hurdles to address critical problems immediately.
- Performance optimization focus—improving backend systems for smoother gameplay.
The Alpha 4.0 test was a major moment for Star Citizen, bringing server meshing technology but also exposing critical issues. While initial Public Test Universe (PTU) trials seemed successful, mass player activity revealed severe network bottlenecks and performance drops.
Lessons from Alpha 4.0 and the Path to Stability
What Went Wrong in Alpha 4.0?
Server Meshing Struggled Under Load
- Streaming and replication layers created massive bottlenecks.
- Planets and objects had collision detection issues, causing performance problems.
🏗 Unexpected Performance Drops
- AI behavior and pathing issues consumed excessive processing power, affecting framerates.
- Players experienced higher lag instead of expected performance gains.
🏚 Persistent Technical Debt Issues
- Old systems (elevators, hangars, transit) failed under new tech.
- Their legacy design wasn’t compatible with modern updates, requiring a complete refactor.
CIG’s New Fix Strategy:
- Running 3.24 and 4.0 simultaneously to avoid a catastrophic live launch.
- Conducting a parallel bug-fixing effort, leading to:
- 2,900 individual bug fixes between versions.
- 3,300 related development tasks completed.
- Recognizing that some core problems require full system rewrites, not quick patches.
CIG has created The Director’s List, ensuring that game-breaking bugs get fixed first before new features are introduced.
Fixing Star Citizen’s Most Persistent Bugs
🛠 Top Priorities in 2025:
Elevators and Transit System Overhaul
- Fixing missing elevators, falling through floors, and vanishing trains.
- Full system refactor aligned with server meshing.
Cargo Persistence and Inventory System Fixes
- Preventing cargo loss when logging out or transitioning between locations.
- Improving the replication layer for consistent inventory tracking.
ASOP Terminal and Hangar Issues
- Persistent hangars and ship retrieval fixes to prevent disappearing ships.
- Stopping ships from spawning on top of each other or inside walls.
AI Behavior & NPC Improvements
- Making AI more responsive in combat and fixing invisible NPCs.
- Better AI pathing to prevent erratic movement.
Server Desync and Player Visibility Issues
- Fixing "invisible players" during combat.
- Reducing teleporting enemies, laggy interactions, and shooting through walls.
Persistent Mission and Economy Fixes
- Stopping mission progress from failing due to server transitions.
- Keeping NPCs in place so they don’t despawn mid-mission.
Instead of rushed quarterly patches, CIG will release frequent monthly updates focused on:
How Monthly Patches Will Work in 2025
Bug fixes & performance improvements
New content using existing mechanics
Story-driven dynamic events
No major new feature drops until stable
🗺 Roadmap for 2025
January – March
Elevator & transit fixes begin testing.Cargo persistence updates start rolling out.Desync and AI behavior improvements.
April – June
Networking optimizations & lag reduction.Faction Warfare events introduced.First major economy rework.
July – September
Pyro expansion stability-focused update.AI combat enhancements.Improved hangar and ship persistence fixes.
October – December
Server Meshing Phase 2 integration.Base Building & Resource Networks first tech previews.A fully refined Persistent Universe.
What This Means for Players
Fewer game-breaking bugs & crashes
A smoother and more immersive Star Citizen experience
A stable and playable universe, not just an ambitious tech demo
For the first time in years, Star Citizen is prioritizing fixing what’s broken over adding new features.
Final Thoughts: Will 2025 Be the Year Star Citizen Becomes Playable?
This is a bold but necessary shift—and if CIG follows through, 2025 could be the year Star Citizen finally stabilizes into the game players have always dreamed of.
The proof will be in the patches!
Full Live Stream is here:Source: https://www.youtube.com/watch?v=Alvnge7jG0M