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Star Citizen Roadmap BIG UPDATES – Alpha 4.0 Release Window – Base Building – New Features

Star Citizen has updated it’s roadmap… with some new bits for Alpha 4.0… including a more “accurate” timeframe for it’s release but also a load of features being added to the progress tracker and that tracker expanding out to early 2025. What is going on with these Roadmap Updates?!

CIG have given us a Release window for Alpha 4.0

They said we’re adjusting the release window for Alpha 4.0 to Q4 2024. Alpha 3.24 and its update to systemic gameplay features has required extra attention to ensure necessary issues are resolved ahead of release, which has resulted in a lengthier PTU process. While work has continued on 4.0’s features and technology simultaneously, we’re making this adjustment to release timing to ensure Alpha 4.0 gets the proper amount of time in testing.
So this aligns with what we expected anytime between CitizenCon (October 19th/20th) to End Of Year (which for CIG is kinda Mid December due to holidays). BUT it’s nice to know it’s unlikely to get pushed to 2025.

They have also added a new Feature to 4.0 – Repair, Charge and Drain Missions

Implementing new missions that introduce engineering gameplay into the persistent universe, first appearing in Pyro’s outposts. Players will be tasked with going to the location and fixing wind turbines, relays, moisture extractors, or solar panels. This is done by repairing pipes with the your multi-tool, charging batteries with the new charge/drain feature, or replacing broken components in the networks that are broken or missing. 

This is a lot of busy work but it’s busy work I like, you can do it all FPS planetside. It will help you learn the layouts of outposts and areas. Get better with the general FPS gameplay. They sound relatively safe BUT I suspect they will have different versions. These sorts of missions will be coming to Stanton at some point as well. BUT ALSO expect them to expand these out to make more use of the Engineering gameplay planetside… actually engineering missions for ships don’t seem too far fetched either?

Progress Tracker

We’re excited to share the updated production schedule on Progress Tracker through the end of 2024! We’ve made some changes to how the roadmap operates, reflecting the more agile approach we’re taking as we near major milestones. This has led to a significant shift in how deliverables are tracked, while still offering transparency into our team’s focus. We’ve tweaked the system to give you better insights into what our teams are working on throughout 2024, with 2025 to come.

Since Squadron 42 reached feature-complete status last year, we’ve reorganized our teams into cross-discipline groups to prepare for the upcoming milestones, including 4.0, 1.0, and Squadron 42’s launch. These teams now collaborate across various disciplines to deliver features and content, rather than being tied to specific resources focused on a single deliverable.

As a result, deliverables are now tracked by the “owner” of each feature, which is how they will be displayed on Progress Tracker moving forward. Downstream teams like Audio, VFX, and others won’t be individually represented, as their work is integrated into the main objectives. This streamlined approach also makes it easier to find relevant teams, with these new groups now featured at the top of the list.

These new groups encompass all the disciplines previously displayed on Progress Tracker, and we’ve adjusted how production schedules are tracked to accommodate the need for flexibility. Instead of pinpointing individual developers, we’re using placeholder headcounts and disciplines for each deliverable.

With this update, we’re adding the Core Gameplay Pillar, the Character Art and Tech Teams, both Vehicle Content Teams, and the Locations Pillar to Progress Tracker. Additional teams and deliverables will be added over time. Plus, as we continue refining the production schedule for 2025, we’ll populate additional teams/groups/content. And of course, make sure to tune in for CitizenCon, less than two months away…

I’ll be doing some deep dives into features and the progress tracker but some of the New Features that have been added there I do want to highlight:

A little disclaimer the updates to the progress tracker don’t mean that a feature is finished when its done with it’s planned work… it’s not the release view, it might need more work from other teams ALSO the release view CUTS OFF in early Jan 2025 currently… this could mean these features work that they have planned is complete then BUT it could mean that there is still a ton of work to do so please bare that in mind.

  • Base Building – All work encompassing the ability for players to construct and maintain bases, including resource generation, commerce, and customization. 45 weeks Jan 2025
  • RSI Polaris – Looks set for IAE in November
  • Crafting – Implementing the ability for players to craft various items using resources from throughout the persistent universe. A 53 week set of work is currently ending in Jan 2025.
  • SQ42 – Polishing – Fine-tuning and refining all aspects of the Squadron 42 gameplay experience. 69 weeks Jan 2025
  • FPS Radar / Scanning – Improved signature system, supporting much greater distances, and dampening of signatures by environmental interference and larger signatures. Improved Scanning, driven by the same signature system as the Radar and Ping, available in Ships, ground vehicles, and FPS (202 week ends Nov 2024) ALSO – Vehicle Radar & Scanning – Implementing new and improved vehicle radar and scanning systems, allowing for the passive and active detection of radar contacts and information about the vehicle’s status, as well as its contents. (40 weeks Nov 2024)
  • QT Experience – Updating Quantum Travel mechanic to move players in a more physically realistic way, and improve the general QT experience, adjusting how spooling/calibrating, interdictions and entering/exiting work. 181 weeks Jan 2025
  • Several unannounced vehicles/ships that are likely going to be turning up between now and early 2025.

There is a load of other bits there… I’ll need to really delve in over the weekend.