3.0 Production Schedule Report Our schedule for the next Star Citizen Alpha releases, up to date. Last update : Oct 27th, 2017 This week, the team generated another fifteen builds for the developers and QA to review, while three more made their way to the Evocati testers. One of the major victories this week was the first implementation of our new WAF build system, which will cut down the required time to generate a build from four hours to just one. When perfected, this will allow us to have more development and testing time between each build. The team continued to focus on perfecting the Shopping experience this week, finally fixing a bug that prevented players from equipping items that they bought. Our daily review sessions focused on the physical stores in locations like Port Olisar, Grim HEX, and Levski, so we’re in the process of prioritizing those bugs in our overall fix-list. The rest of the team continued to tackle the ongoing bugs tied to commodity shopping that we discussed last week. One of the setbacks we encountered this week was a pair of Disconnection errors that would kick players from the servers. These bugs were discovered thanks to improvements made to increase server stability. As players could play for longer, they were now able to trigger these Disconnection errors. Finally, our Network team checked in a fix that will increase performance in the overall game experience. We are continuing to improve the production schedule report to accommodate your feedback and next week we will have a revised format that highlights the remaining features that need completing before we go to a wider PTU and then live. The team’s been focusing on the comprehensive Shopping experience and resolving any issues related to shopping, kiosks or the economy. They’ve fixed a series of issues that ranged from spawning the player inside their bed (literally) to one bug that took out all of the items from all of the shops. Click the video below to watch this week’s “Burndown,” which digs into detail on the bugs we battled and fixes we implemented. ISSUES FIXED IN THE LAST WEEK What you see below is a numerical representation of issues the team is focusing on to close-out (Burndown) to get to an Evocati release candidate, so you can see the progress of work we’re doing on a week-by-week basis. Issues Fixed Over the Last Week: Please note that this list represents an overview of fixes made this week and not a complete list. Crashes Fixed a crash in CAttachableComponent::NotifyPortChanges Fixed a crash in CSCItemSeatAccess::OnSeatStateChange Fixed a crash in CNetMsgQueue::NetMsgQueueImpl::InitializeQueue Fixed a crash in CTiledShading::InsertTexture Fixed a crash in CSCBodyHealthComponent::LoadDatacoreRecord Fixed a crash in CContextView::NetDumpObjectView Fixed a crash in CSCActorSuitManager::OnReloadSwapMagazines Fixed a crash in CSCActorResultStateHostComponent::LegacyPlayerMovementRemoteSimulation Fixed a crash in CRE_RParticle::Housekeeping Fixed a crash in CEntity::CreateComponentImpl Fixed a crash in CActionSeatState::TraverseToNextState Fixed a crash in GFxValue::GFxValue Fixed a crash in ~SContextViewObject::SContextViewObject 2 unreleas… Fixed a main thread deadlock in CItemPipeStub::Calculate Fixed a main thread deadlock in CEndpointMessageSender::WriteMessage Fixed a server crash caused by ships colliding. Game Code Fixed an issue where players could not select inner thought options. Fixed an issue where Hiver / Gravlev ships were uncontrollable. Fixed an issue where interaction mode broke after accessing an ASOP terminal and bringing up mobiGlas. Fixed an issue where certain ships ejected the pilot after selecting “Flight Ready.” Fixed various performance issues throughout Stanton. Fixed an issue where the characer suffocated when moving from one game to another. Fixed an issue where some of the larger ships spawned floating above the landing pads. UI Fixed a number of issues where major outposts on moons lacked UI markers. Fixed an issue where debug text rather than localized text appeared on objective markers and objectives containing extended text. Fixed an issue where the player became stuck in the Personal Manager App loadout menu. Fixed an issue where the player became stuck in the “Inventory” tab of the Personal Manager app. Fixed an issue where the player HUD lacked a radar. Fixed an issue where scrolling did not cycle through the interaction prompts. Fixed an issue where Yela outpost markers were visible when inside GrimHex. Stanton Fixed an issue where players would exit Quantum Travel and be inside of a planet or moon. Fixed an issue where players could not buy commodities from a kiosk. Fixed an issue where mission related cargo lost all functionality. Fixed various texture and LOD issues caused by the internal build system update. Fixed an issue where various commodities would not generate cargo boxes in a ship’s hold after purchase. Network Fixed some instances of Error 20007 / 30007 disconnects. Fixed an issue where shops and commodity kiosks lacked any items. Fixed a 10001 disconnect error for when services failed to fine player GEID. Vehicles Fixed an issue where placeholder textures appeared inside the Vagnuard. Fixed an issue where placeholer textures appeared on the cockpit screens of Freelancer derelicts. Fixed an issue where the Starfarer’s MFDs were missing. Fixed an issue where the Starfarer’s automatic doors failed to open. Fixed an issue where the Cutlass pilot’s MFDs were not functioning. Fixed an issue where exiting the Rover’s passenger seat caused the character to fall through its collision. Fixed an issue where the Caterpillar would not pitch or yaw. Misc Fixed an issue with Quantum Travel audio not playing. THE PROCESS We have been listening to your feedback as a community and over the coming weeks will be working towards improving the way we communicate our development updates to you. We will make clearer the changes and improvements and blockers that we have experienced throughout the week in a high-level foreword, while still maintaining the thorough tracking for the more detail-oriented members of our community. That way, those who are looking for a simple update can easily find it. This will be a work in progress for the next few weeks, so please continue the feedback as we hone in a format that is easily workable between our developers and yourselves. CAVEATS But also, we would like to establish some ground rules before proceeding: I.Quality will always be our number one goal. We set out on this journey by looking at the gaming landscape and asking: can we do better? We continue to ask that question about everything we do. As a result, we will ALWAYS extend timelines or re-do features and content if we do not feel they are up to our standards. The freedom to fight for a new level of quality in game development is what crowd funding has allowed us, and we will continue to fight to make sure Star Citizen is the best possible game it can be. II.The estimates we provide are just that: estimates. They are based on our knowledge and experience, but there are many aspects of game development that are impossible to predict because they literally cover uncharted territory. You will see the same estimates we use in our internal planning, but it is important to understand that in many cases (especially with groundbreaking engineering tasks) these estimates are often subject to change due to unforeseen complexity in implementing features. III.The time expected for bug fixing and polishing is also very hard to estimate, increasingly so in online and multiplayer situations. The complexity and the difficulty in testing at a large scale make it harder to reproduce and isolate bugs in order to fix them. We base our estimates, again, on our experience, but we also know that it’s possible for a single bug to cause a delay of days or weeks when a hundred others might be fixed instantly. IV.Internal schedules, the ones you will now be privy to, tend to have aggressive dates to help the team focus and scope their tasks, especially in the case of tech development. Every team, even a team blessed with the kind of support and freedom you have allowed us, needs target dates in order to focus and deliver their work. V.This schedule doesn’t cover everything being worked on across Cloud Imperium Games, but is meant to highlight our aims for the remainder of the year on the Persistent Universe. VI.This schedule doesn’t include every audio, vfx, tech art, etc. task. Those are detailed in our departmental sub-schedules. VII.Although technology is shared between the two games, this does not reflect the Squadron 42 schedule. That will be released at a future date. VIII.These aim dates are determined based on our current staff. Additional hiring will potentially allow us to bring in some dates below. DESIGN COMPLETED Fixing green zones in the PU. Fixed the armistice zone for surface outposts. Increased speed of debris rotation. Implementing feedback for Combat Assistance. Tuning reputation logic for mission tiers. Adding in logic to correctly handle bodies that have left the wreck sites in the ‘Mission Persons’ mission Set up reputation rewards for missions. Set up missions to guide players to the mission givers. Fixing offset usables. Fixed Logspam with “Unable to find CommunicationConfig”. IN PROGRESS Continuing setup of the Repair mission. Replacing existing Ammo / Grenade Containers in PU / SM. Implementing mission relevant dialogue to missions. Enabling airlock doors to open automatically when approached. Iterating on the Conversation system for characters. Working on HUD “Tidy Up” (e.g. – with no kit, helmet etc). ART COMPLETED Polishing weapons and skins for 3.0.0. Updated Engine trails and contrails on all Aurora variants. Tweaks to Aurora QT effects. Finished polish pass on Area18 seating, railings and Customs terminals. Completed Blood decals / giblets IN PROGRESS Continued tweaking Lighting, RTT, Open Physics Proxy Pass on all ships. Continued converting props into new Usable system. CODE COMPLETED Continued focusing on Player Interaction issues. All the remaining JIRAs will be prioritized in a kick-off after CitizenCon. Made changes to the AB behaviour. Continued polish on StarMap Nearly implemented all parallelisation optimizations. Worked on the oxygen station mechanic. Now on optimisations and bugs. DataCore refactor, plus bugs. Focused on the Evocati Shopping/Cargo push with many bug fixes Several fixes and improvements to light groups were checked in. Developed several breaching features. Object Container and Trackview bug fixes. Implemented improvements to QT VFX. Bug fixes with QT short/long conversion. IN PROGRESS Continuing to address bugs and IFCS issues. Support the UI team for their features. Implementing distortion and UI integration are in progress. GRAPHICS IN PROGRESS Work continued on glass shader. Continued iteration on new RTT features and bugs. Continued fixing shadow issues. Continued bug support for 3.0 issues. Fixing VFX issues and starting to make progress on new VFX issues. UI IN PROGRESS Work continued on glass shader. Continued iteration on new RTT features and bugs. Continued fixing shadow issues. Continued bug support for 3.0 issues. Fixing VFX issues and starting to make progress on new VFX issues. BEYOND 3.0.0 - OVERVIEW

Changed Text