3.1 is now on live server
Squadron 42 Update
Bengal Carrier currently getting a detail pass.
Bengal has elevators and sub-deck transit system which allows players to traverse the ship quickly.
Shubin’s Archon station also has a transit system similar to subway.
It sounds like you will need to earn the right to access the entirety of Archon station.
Vanduul ship-to-ship weapons have an organic look and open somewhat like a flower.
The deployed turrets have what looks spider’s eyes on them.
Work also ongoing on alien weapon effects and explosions.
Large Xi’An ships have a lot of distinct design. Complex mechanical mechanisms. Many technological concepts distinctly different from UEE.
Many UEE props being added.
Mess haul menu under development including procedural food.
Recent focus on improving laser projectiles - including better visibility and readability.
Take down system has been improved and expanded.
Massive improvement to the skin shader for characters, making them even more life-like.
Working on a system to make pilots more unique allow Designers to tweak pilot's profile from rookie to veteran
December's livestream was crucial for proving all the work refactoring the AI system and AI flight was successful
Flight AI is now complete character centered: the pilot, not the ship, is executing AI behaviours
Focused on breaking out the behaviour differences for flying small, medium, large and capital ships and for flying fighters, bombers and "industrial" ships (e.g. mining, salvaging)
AI has access to all the same ship systems as players: weapons, shields, countermeasures, etc.
Normal flight is based on behaviours (systematic, context base) but AI can be constrained to spline for scripted or cinematic moments
Dogfighting activity tasks are currently acquire a target, engage in combat and 3 phases of combat (approach, engage and break) but will evolve into something more complex
With pilot behaviours CIG is trying to replicate their personalities in the way they fly, e.g. Old Man is an ace but efficient rather than flashy
Designers can assign regular behaviours to AI much like the player's wingman commands e.g. attack this target, defend this area, follow me, etc.
Subsumption exposes lots of variables on AI and players, e.g. allow access to relationships between characters or factions
AI will have skills which are things that can be learned or improved over time, and traits which are things assigned on creation or by significant events
AI will also have morale which will influence behaviours and be affected by the player's actions, by circumstances and by "sustenance"
The "nemesis system" will allow the game to spawn AI who have a history with you in place of a vanilla AI
The Character Profile Editor allows Designers to create and assign profiles, e.g. rookie, veteran, etc. to AI pilots
The AI Team is watching how the community improves their technique and is using that to improve the AI