hull a is approaching its white box review the vehicle feature team made progress with jump points and party jumping they further developed new animation techniques for the hull c and supported vfx with improvements to ground effects the vehicle experience team tested the bombing mechanic in a qa after a successful review and polish period last month they're now in final bug fixing and optimization stages leading up to a release and are waiting feedback from icardi and the ptu faces so obviously the aNUMBER_TOKEN has bombs in the NUMBER_TOKEN first wave ptu and uh they are getting tested and their explosions are big improvements were also made to turrets for a future release and experiments were done on missile tuning and balance across the game they're also exploring how to further build on operator modes vehicle tech put the finishing touches on what was supposed to be a squadron NUMBER_TOKEN specific vehicle mechanic with the aim of expanding now this into the persistent universe the groundwork for incorporating radon scanning into fps gameplay progressed some functional radar and scanning design changes are in the works too major improvements in how players control doors and other room related interactions such as lights atmosphere and communication systems are in prototyping stages the aim is to fully immerse players by allowing them to control their environment while exploring on foot the vehicle techs team said you can expect more door control panel interactions to come soon gameplay and features the gameplay features team continued supporting local inventories and getting knickknacks that app there that tracks where all your stuff is ready for NUMBER_TOKEN they have adjusted item names and stats specifically changing all armor capacity amounts from storage points sp to microscufcu they also supported various mission teams in connecting content to the reputation system set up shops and bartenders and orison and prepared for the intergalactic aerospace expo looking further ahead work began on allowing items to be sold at shops the future cargo rework and jumptown version NUMBER_TOKEN. the delphi reputation app also received attention to ensure everything is as clear as possible now that organizations can have multiple scopes for players to earn ranks in they have been discussing in development hacking gameplay pyro space stations and non-water based oceans a recording session to capture mission and public address system dialogue was also completed throughout september systemic services and tools sst continues to work on economy tools and quantum the ai simulation which we found a bit more out about at the citizencon edge cases were also wrapped up for easier use and recording work continues in earnest on intelligent npc spawning with an impressive internal milestone hit by the team something pretty important from the ui guys as well and they said we made progress on the underlying code work for the star map and started to get some placeholder ui into development builds so we can really start playing around with it engine back end and renderer staff so the physics code was further improved with a focus on soft body performance the gen NUMBER_TOKEN renderer is getting a lot more refinement we know that NUMBER_TOKEN makes use of some of the gen NUMBER_TOKEN features as they push towards a full gen NUMBER_TOKEN build and then eventually onto um hybrid and then full integration with falcon some shader updates also are getting rolled out post NUMBER_TOKEN release atmospheric clouds and shadows for them have seen improvements too some prototype work went into rain clouds as well as how light diffuses and shines from clouds in general the team also supported server meshing by decoupling code so it can run as a standalone service
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