Star Citizen makes efforts on NPC AI, vehicle destruction, missions, and server meshing

    
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We’re back once again with another Star Citizen monthly report, and it looks as if efforts by CIG for the month of June have been focused on getting toward alpha 4.0 and several important tech features.

A great deal of the opening paragraphs for the monthly write-up focus on NPC AI, with a focus on better enemy group reactions, the formation of a new team within the AI group, implementing a visual perception system for enemies, and the ability for AI ships to track and shoot down incoming missiles, among other things.

The core gameplay portion of the report is similarly beefy, with a lot of development time zeroing in on the Maelstrom destruction engine showcased during last year’s CitizenCon, primarily in the case of large vehicle damage and destruction. This portion also talks about further updates to radar ping like using FPS pinging from certain ship seats and more information when a ship is on radar. Tangentially, the narrative team is working on writing items for updated cargo gameplay and is also “building out the lore and mission text for a future large-scale event mission.”

Finally, movement towards server meshing continues, which is the pure focus of this week’s Inside Star Citizen video as it recounts the efforts of CIG’s tech crew to this point and continues to promise server meshing’s arrival in alpha 4.0 later this year.

Other pieces of note from the June dev report include confirmation of seven new ships in the works, work on economy features for the Pyro system, updates to quantum and hydrogen fuel economy intended to make it less of a chore, and a host of progress on Arena Commander features.

Longtime MMORPG gamers will know that Star Citizen was originally Kickstarted for over $2M back in 2012 with a planned launch for 2014. As of 2024, it still lingers in an incomplete but playable alpha, having raised over $700M from gamers over years of continuing crowdfunding and sales of in-game ships and other assets. It is currently the highest-crowdfunded video game ever and has endured both indefatigable loyalty from advocates and immense skepticism from critics. A co-developed single-player title, Squadron 42, has also been repeatedly delayed.
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