https://www.reddit.com/r/starcitizen/co ... _bravo_cig
El_90 wrote:
VR - Bravo CIG!!!
I just spawned a Titan in a hangar, took off, flew around an asteroid, landed back in the hangar.
And in 30 years of gaming, that was one of the top 5 experiences I've had.
The scale of the hangar, ships, and scene is just brought to life.
There's a detail/vibe to the colours and the whole look of the scene that flatscreen doesn't render the same.
The MFDs felt so natural to how it would feel controlling a spacecraft.
Flight is transformed, coupled mode, boosting, cruise, it just felt natural.
Landing in VR is something else. Approaching upside down so the hangar is above you for full visibility then rolling 135 degrees upwards to land perfectly in the middle and flat felt like poetry.
Getting VR to work with Virtual Desktop Streamer was no effort at all, it just worked!
And this is with the current game: with Vulkan improvements, QoL to features, and polish this will be simply magical.
I'm not sure I could PvP in it, but missions, grinding, story, exploring, VR all the way!!
(Quest 3 + wifi6e + Virtual Desktop Streamer)
Not sure you will see this, but if you do... bravo, and thank you.
cmdr_fitzie wrote:
Yeah I was totally impressed too. I took my Perseus out which was amazing and did 13 waves of Vanduul Swarm in AC in my L-22 Wolf, was epic. As you say the MFDs are super clear and easy to use, imagine once we have touch control! Even on my old Oculus CV1 it was crystal clear and 'just worked' no fuss.
Joebobo123 wrote:
Yea it really is pretty bad ass, was way better than I expected so glad I didn't get rid of my Quest 3 that I used for like 50 hours prior since SC release. I've already put like 10 hours more of use in it and many more to come. My only complaint would be lack of color vibrancy and contrast but that's more of a fault of the current VR/GPU tech, If we could get the image quality of current 4K OLED in VR I'd be looking for reasons to collect a paycheck and not have to work anymore lol.
wx_Striker wrote:
I TOTALLY Agree - Going into NMS in VR was pretty good - and before this was one of my top 3 lifetime gaming experiences. Star Citizen in VR is now sitting very high up at #1. The Cockpit is "Chef's Kiss" in almost every ship I fly, and the immersion, with HOSAS, it's butter, and OMG, you feel like you're flying. Then you start wandering around some of the areas, and you start noticing all the love and detail the artists put into this game. The way the front of the Alpha Wolf-22 curves as you're looking out the canopy - the details in the med centers in New Babbage. The textures - CIG take my $$$$ - this is my GAME!
MisterForkbeard wrote:
I'll absolutely agree that the scale and sense of detail is amazing. I will also agree that the MFDs work with VR in a way that's pretty magical, though I really need to get rid of my old flatscreen instincts. I had a pretty hard time clicking on some of the arrows, especially under time pressure.
dasyus wrote:
Sounds like I'm stealing my Quest 3 back from my kids.
DifferentVariety3298 wrote:
Have played computer games for forty years now and have played SC for five. Got a Tobii 5 after about a month or so exploring the 'verse. The change in experience was MASSIVE!
Have ordered a Pico 4 Ultra Enterprise and am giddy as a kid to try it out. However great asteroid mining is with the Tobii, doing it in VR is a wish come true.
o7
Glad_Description_320 wrote:
Totally agree. A few kinks here and there that need to be polished and it will be fantastic to play.
Btw I use the Meta Horizon Link and with that it also works just great. It also gave me a performance boost to plug my main monitor back to the iGPU instead directly into my Nvidia. So the iGPU is doing all the VR video stream rendering to free up performance on the Nvidia for the game.
P.S. None of the above impacts in the least non-CULT players who don't play Ultimate Edition, because they're only playing one group, hence can fast-forward "downtime" so that months pass in minutes or hours. But we can't because we're simulating EVERY SINGLE DAY AS A 4X TURN IN MASTER OF HEROES. Therefore a decade in Kingmaker is 3,650 turns that we have to play lmao, and not just 4X turns but turns during which multiple Adventure Paths and/or standalone adventures and/or Pathfinder Society Scenarios are being played by multiple teams.
So from the perspective of all other buyers/players of this AP, it means nothing that it can take several years of in-game time. It's just aesthetics to them, while to us it's the gaming challenge of a lifetime.
Should probably post the above as a UE chapter: Ultimate Challenge.
I need to explain what this means in terms of Master of Heroes:
EzekieruYT wrote:
JJ mentioned that while this is happening in one location, there's no timer. This can take years of in-world time to finish...

The new AP just revealed for the autumn is written entirely by a single author, and it's James Jacobs of course. It's inspired by... Castlevania and... Souls games. Now you might say, icy, don't you always tell us that Souls stuff is crap? As RPGs, yeah, so if you want to see the concept done WELL, here you go: an incredible location that's not just a random collection of nonsensical corridors; a massive castle that's deeply tied to the region, and the world, and the metaplot; and a premise that's fleshed out with a host of cool mechanics INCLUDING city-building. It's an incredible project, and I have no doubt JJ will pull it off.
https://www.reddit.com/r/Pathfinder2e/c ... nt/ntvum5h
Salvadore1 wrote:
All these new systems in Bastion of Blasphemies sound so interesting!!
EzekieruYT wrote:
This is another dungeon crawl AP, similar to "Abomination Vaults" or "Shades of Blood". But this is the first time they're doing a mega dungeon based on a pre-established place, VS inventing a new place to explore. Bastardhall was first written back in the early 1st edition days by Wesley Schneider, so this will be the first time in over a decade where players will be able to actually adventure in this place.
...
Lots of Castlevania inspiration from Wesley originally, featuring werewolves and mummies and such. James' favorite mega dungeon games are the Souls series, and so there's a ton of inspiration for those games found in this AP.
...
JJ mentioned that while this is happening in one location, there's no timer. This can take years of in-world time to finish...
...
James then revealed he wrote the entirety of BoB by himself. No freelance authors this time around. Not that they wanted to stop using freelance authors for the new hardcover APs, far from it. JJ did it partly to prove that he could, but also due to the timing of things with the switch to hardcover APs, there was no time to coordinate with freelancers this time around. So JJ started writing, and ended up doing the whole AP himself. This is the largest thing JJ has written, full-stop. The previous winner was either Seven Dooms for Sandpoint, or a large amount of writing for the Sandy Peterson Call of Cthulu book for Pathfinder.
It's described as not a linear progression, but more of a sandbox one, where you'll keep unlocking new pathways forward and it sort of mushrooms out.
...
James Jacobs' spoiler for "Bastion of Blasphemies" is showing off the ABSOLUTELY MASSIVE map of the island of Bastardhall!
[REDACTED]
This is the map of Bastardhall, or specifically the land around Bastardhall, in Chapter 1 of the AP. You might not be able to tell from the image I posted, but there are 5-foot squares across the whole map! So you could scale this map up and take up 10 parking spaces worth of room. There's the village to the northwest, there's a fishing shack, a farmplot, etc. Classic horror movie locales.
This is the 5th level exploration area of the AP. And the big, black footprint in the middle is where Bastardhall proper is. There are several entrances into the castle, and as you explore more and more, you'll unlock more chambers, as well as above and below and every which way in this massive castle.
Sleeping_Dragon_Inn wrote:
Both James Jacobs and the Twitch chat described this as a Castlevania-style AP. It's a big spooky dungeon crawl where you explore a gothic castle and I am here for it.
Some progression info: The new beginner box (lv. 1), Troubles in Grayce (lv. 2-4) and Bastion (5-13) are designed so that you can run them subsequently if you want. They also all take place in Ustalav.
Rainwhisker wrote:
Paizo Live today announced a new Beginner's Box (levels 1-2), a follow up Troubles set of adventures (6 instead of 3, levels 2-5 if you do 3) and this adventure (which is level 5-13/14). Kind of like an alternative to BB->Troubles in Otari->Abomination Vaults set.
James Jacobs wrote:
It's a relief to be able to chat about this finally! Wrote it about a year ago, and it's always tough sitting on secrets. It is indeed the 3rd Adventure Path for 2026, coming out in the Fall or thereabouts in that same traditional 3rd Adventure Path slot of the year (often but not always aligned to land on or adjacent to Gen Con), and starts at 5th level. The last chapter starts at 13th level, but it's something of a sandbox dungeon (castle!) crawl so if your PCs do every single thing, they'll likely hit 14th level before the end. Which should help, because the ending (and even more so the SECRET ENDING) are intended to be tough fights!
James Jacobs wrote:
Thanks for the kind words! And yup; I'm the sole author on "Bastion of Blasphemies." We've done this once before, also by me, for "Seven Dooms for Sandpoint." The norm will remain having multiple authors on Adventure Paths, but now that they're always single books, we might now and then have single author Adventure Paths in the future if the stars are right.
Malcior34 wrote:
A sandbox? A Secret Ending? That raises a red flag for me. Are players going to be punished if they keep following the clear plot and don't turn every single stone?
James Jacobs wrote:
In that if they "boss rush" things and you're not using milestone level advancement, perhaps, but this should be less of an issue than in, say, Abomination Vaults, which was also a sandbox dungeon crawl, but with fewer "gates" between the leveled content. It's easier for PCs to be "punished" in Abomination Vaults in this way than it will be in Bastion of Blasphemies.
If you played Abomination Vaults and your group avoided exploration and pushed hard down level by level, then milestone leveling is a better fit for your table. There's no built-in timer for how long the PCs have to take to finish this Adventure Path (they can take YEARS doing this in game if they want), nor is there a reward for rushing through the content and finishing it fast. It's more about the journey than the end, I guess you could say.
This is a dungeon crawl that rewards deliberate exploration, which means it's not gonna be for every group. But then again, no Adventure Path is. If they were, they'd be campaign settings, not Adventure Paths.
James Jacobs wrote:
Nope; I wrote the whole thing. It was a lot of fun to write, but also a weird thing to tackle, since it's building something that someone else started (Wes Schneider) and so I tried hard to make it into something that he'd approve of but that I was still proud of. That was not TOO tough, though, since we've been friends for decades and have very similar tastes and styles when it comes to what sorts of messed up things we like putting into adventures we create.
The fact that this is building on a location we've teased and dropped hints about for many years (as opposed to something like Abomination Vaults, which we invented whole-cloth for the Adventure Path it debuted in) does mean that it's going to compete against a lot of homebrew games or established ideas that folks have had and have run with since Wes first introduced the place to the world years ago. And so I hope those folks who put so much work into it enjoy what I've done with the story, and I 100% agree and support them if they decide their version of Bastardhall is better. In a case like that, your Bastardhall is it. You can rename the one I did in "Bastion of Blasphemies" to something else and canonize it in your game however you want or ignore it or mine it for ideas. Or just read it for entertainment! Reading adventures for entertainment is absolutely a thing.
Anyway, that said, I deliberately did not look into any of the work other folks have done online about building their versions of Bastardhall, because I wanted/needed to keep my version to my own ideas built off of the ideas that Wes originally presented.
https://www.reddit.com/r/starcitizen/co ... a_nutshell

I just learned that some people in the VR community sleep... with their headsets on, and people in the SC Reddit speculate about the possibilities with all the beds in the verse, and CR's talk of realistic bedsheet physics.
I am all in.
https://www.reddit.com/r/starcitizen/co ... ense_to_me

bltsrgewd wrote:
New weapon racks have more than 2 sizes now. There are large racks, rifle racks and SMG racks now. Karna goes in a rifle rack, this looks like it might be an SMG rack.
Walltar wrote:
You need bigger weapon rack for bigger weapons, I would say that makes sense. And that is also why some ships got bigger weapon racks.
Whole outfitting might become way more interesting once we can't just fly ships in heavy armor with an arsenal on our back.
https://x.com/RobertsSpaceInd/status/20 ... 0449879474

In any other game this would have been a cutscene.
https://x.com/Galaxt1ka/status/2000302730708185205

That's nice even though the show is garbage.
So it sounds like the "Cyberpunk VR mod" is the best VR game after Star Citizen: https://www.reddit.com/r/starcitizen/co ... _behind_vr
AphelionAudio wrote:
I really hope CIG sees the enthusiasm behind VR support and lets a few more people start working on it
I can't see myself playing this game in any other way now, and it seems like there are plenty of other people who agree so it would be cool if a few more people started to work on it since I've even had friends BUY THE GAME solely because VR support was added, it's already one of the most beautiful and immersive VR games I'e played and it runs well, too. I dare say it's more impressive than the Cyberpunk VR mod I've been playing lately which I didn't think anything would be able to top.
https://www.reddit.com/r/starcitizen/co ... nt/nu3xj2c
Mondrath wrote:
OLED is a game changer for all games but SC does stand out; switched from QLED to OLED recently and the difference is striking. Never knew how much actual black was missing from all my games until the switch.
remosito wrote:
Even more amazing: SC & OLED & VR
The year SC gets VR support is the year VR headsets with 4K per eye Micro OLED displays come out... How about that!
https://x.com/TheGameVerse_/status/2000022017081545192

https://x.com/HMBohemond/status/1999891650772873535
Marshal Bohemond @HMBohemond wrote:
I firmly believe character creation as a whole, and female V in her entirety, were tacked on later in development. Default male V feels like the character the story of Cyberpunk 2077 was built around. Especially since the main story revolved around two female characters in a very similar vein to Yennifer and Triss for two of the endings at launch. His interactions with other characters also feel more genuine, while female V's feel separated from them. Like they weren't recorded with her in mind.
Which just makes CDPR's attempt to gaslight people into thinking female V is the "face" of Cyberpunk 2077 even more annoying. But hey, they had to chase that ESG money that's now dried up.
Marshal Bohemond @HMBohemond wrote:
My personal low stakes conspiracy theory about Cyberpunk 2077:
- female V and character creation were added later
- Judy was supposed to be a romance option for male V but got recut into a lesbian
- the Streetkid lifepath was the original one before character creation was added
- Nomad was added second, Corpo was added last and it's why Corpo is so undercooked
- River wasn't a romance option and they had to tack that on to give female V a straight option
- Kerry wasn't a romance option originally but was changed because now they needed a gay male option
Playing Cyberpunk with this in mind, starting as a default Streetkid male V makes its story feel cohesive, and its writing and acting feel more consistent.
https://divinity.com
https://x.com/larianstudios/status/1999325095014371664

First off, the Divinity account hypes up the game as revolutionary, but then the Larian account says "at least that's the plan"? So they're not sure if they can deliver? And they're saying this right at the announcement? With the studio account undermining the franchise account?
So realize first of all that we're dealing with goofy idiots who may not even be able to understand English expressions. And that's why they're goofy enough to think that going from the Forgotten Realms back to their garbage programmer setting and from Dungeons & Dragons 5E back to their garbage programmer system can get anyone hyped.
No one gives a shit about "Rivellon bleeding" because no one gives a shit about "Rivellon" which is basically the length of 5 screens with no worldbuilding whatsoever. And no one wants to go back to a system where every class can do everything thus negating the entire point of classes, and you get hundreds of magic scrolls that anyone can use so no point in magic users anyway.
Piss off.
I'm going to heal the SHIT outa you
https://www.reddit.com/r/starcitizen/co ... t_outa_you


The Morozov-SH-I Lifeforce has been taken off the Pledge Store... Why? 100% because of the upcoming dedicated medical armor and medical changes I just reported on [ > ] that are certainly coming with it, for which the Morozov isn't specced. Which is a bummer because I love this armor, it's beautiful.
Thankfully I already own it (it's actually in my Buy Backs, and I am buying it back next month), but those who don't and would like to, here's some grey market links for ya:
Medical Career Kit - Heavy $15.99
https://theimpound.com/products/medical ... -kit-heavy
Medical Career Kit - Heavy $21.49
https://star-hangar.com/40075-175822969 ... wetOi3g7vO
The Impound price is a mere dollar above what CIG was charging for it, so you won't be getting robbed. I believe these prices will skyrocket once people realize CIG no longer sells it, which will probably happen with the launch of December's patch, probably next week.
Currently, this armor is in our Medic Spec. Will we have reason to use it after I update the spec with the new armor?
Mostly, no. The only use I can think of for it is if we run "fireteams" of multiple medics, perhaps based off a larger medical ship like the Apollo, and they need a Medic Master Chief. Then we could use it. But we won't be needing a ton of these armors for this role, since Master Chiefs are rare. So mine and shubn's or whatever should work for the rare instances where we do this.
That said, I am definitely interested in doing pure medic rescue sessions once the servers have thousands of players and we can pick contracts without much wait times. So we'll see how it all works out. I am just glad I have this armor now that it's off the store.
P.S. Note that the medium and light "medical" armors that went on sale at the same time as the Morozov are also off the store, but they didn't look as good, and apparently the only unique item they featured was a recolored backpack (could be wrong about this tho). But you can look for those in the grey market too and grab them if you're collecting this stuff. I put them on my to-buy list for when I get rich.
https://www.reddit.com/r/starcitizen/co ... sneak_peek

Help is on the way!
This was the Weekly Sneak Peek three weeks ago, and it caused quite a stir. They were obviously teasing a sleek medical armor, but given that physicalized helmets are coming next patch, people were speculating also about physicalized armor and even suit lockers, and I personally think we might also/or get equipment racks.
Note that there hasn't been a REAL dedicated medic armor in the game so far; all so-called medic armors are just recolored normal armors. So I think this time we're getting real dedicated medic armor that going from the pic may include slots for 8 medpens (double the current number). Moreover, maybe those two boxes on the left aren't set dressing but medical boxes that for example might be able to cure say T3/T2 injuries without requiring a medical bed? And if only someone wearing the new medic armor can carry and administer them, that would boost the reasons to bring a dedicated medic on tough FPS missions.
Moreover, just in front of the core, to its right, you can see a "new" medgun. I use quotes because as has been pointed out, this is a very old concept that they dusted off and brought back. For what purpose? Is it replacing the current medgun, or it is separate equipment?
The sneak peek tool is the CureLife Dynapak, a medical tool seen in concept art from 2014 and in the old Area18 Module. You can even see the name in the sneak peek!
https://www.reddit.com/r/starcitizen/co ... _dynapak_a



FrankCarnax wrote:
Anyone knows what's the difference between this one and the medgun we already have? Was it described in those old concept arts?
ScrubSoba wrote:
Nope.
AFAIK, this old concept actually became the current medgun, so it is kinda up in the air what this will be.
https://x.com/mon_paimon/status/1998707250945495116

How many controllers? Yes.
You sure I can't play with my arcade stick? Funny thing is, you will eventually be able to use an arcade stick to play the arcade machines.
https://x.com/Slasher/status/1999330165508440073

Nailed it so hard lol. Programmer gaming is cratering. People have had enough autism to last for lifetimes.
https://x.com/cultvgnews/status/1999340545903067516

I caught the news on Twitter last night. If you scroll through the Insomnia Twitter [ > ] for 2 mins, you'll see all the announcements pretty much, and some fun hazing.
The only remotely interesting bit of news was the Street Fighter movie. That's what we would have wanted to see in 1994.
I'll post some commentary on the major announcements over the next few days whenever I take a break from playing Star Citizen and working on Battlegrounds, so keep an eye for those if you care.
I did a major overhaul of all the Ship Specs for the 6 base ranks, from Inquisitor to Emperor. The goal was to make everything make more sense, plus harmonize with my new policy that each rank should only feature its unique ships it unlocks and brings to the table. However, a higher rank can also use all the vehicles of all its lower ranks, and that's why I don't want any duplication. Each rank should introduce unique vehicles that are exclusive to it and all the higher ranks. And that's why by the time you reach the strategic ranks there are barely any ships to give them. The Emperor only has the Bengal for example. That doesn't mean he can't slap a purple paint on a Scorpius and fly it around, but it would bog down the Spec if I listed all the vehicles that have purple paints. So he can use anything with the right paint, and the only ship that's exclusive to him, so far, is the Bengal carrier. Similarly, the Supreme Commander is left with the Javelin and the 600i Executive Edition to ferry him around, while the Commander is left with the Idris-M and the (upcoming) E1 Spirit to ferry him around.
During this massive reorganization, I cleaned up a lot of the logic of the ranks. For example, previously the Areses had gone to the Captain. But that makes no sense because the Areses are heavy-hitters on the frontline, which is obviously the Master Chief's job. You see I was following videogame logic before where the bigger the boss, the bigger his guns. That might work well for 2D action games or whatever, but this is milsim, so I had to scrap that idea, or at least tone it down. Moreover I also took the Sabre from the Captain and gave it to the Assassin, because I also want the specialists to have their own unique vehicles so that the COs are forced to call them in when they need their particular vehicles. So what was the Captain left with as his fighter? Well... the Scorpius Antares mainly, so he can control the battlefield, plus the F8C if he wants to tango. But wasn't the F8C the Commander's? Yeah but again it makes no sense to give the best heavy fighter to a rank that's not supposed to be anywhere near the frontline.
Tons more such changes have been made, with one of the results being that the Master Chief has the most ships of all the ranks now because a ton of ships are made for the 3-4 players group, which is his purview. And that's fine: it's just what it is. You should always have a Master Chief around when there are at least two players on, and even when solo it's a good idea to play a Master Chief for the extra armor protection, and because it's easier then for new players to join as Inquisitors and build up the fireteam without anyone having to go back and change gear.
In terms of fighters, then, the idea is that the F7 is the Inquisitor's main ship, while the F8 the Captain's, and the Master Chief fills the middle space either with an Ares when he wants to hit hard, or with a Scorpius for the extra seat if he wants to bring an Inquisitor along, plus he has all the Vanguards for longer-range and complex ops. There are other fighters, but this is the main outline, and the bread and butter of our tactics.
But all this has left the strategic ranks bereft of fighters. As aforesaid, in strict military terms they don't need them: generals don't fight at the front. But this is a game, and I don't want to completely abandon the cool game/movie i.e. art idea of bigger boss has bigger guns. And as luck would have it, a range of exotic fighters have been added to the game in the last year that are perfect to serve as "big boss prestige fighters". Let's take them one by one.
So the Commander gets the two Wolfs. shubn gave me this idea originally because he went ahead and bought a Wolf at launch, and Adjudicator has also since bought one, but in any case the first one will be available to buy in-game next week, and the other one will also come in a few months, and they won't be too expensive either. Four-five mil from what I heard, iirc. Obviously the Rosso will be the red Commander's, but the Wolf comes in tons of colors so everyone should be able to find something fitting for themselves, plus it's a hyper-popular ship so I expect to get as many colors as the Cutter eventually.

Light Fighter: L-22 Alpha Wolf|L-21 Wolf (Rosso) [Pledge] [$$$]
Next up is the Meteor for the Supreme Commander. This doesn't come in many colors but as luck would have it Wikelo will start offering a modified version next week, and I think it will be gold-ish. It's hard to tell from the poor early screens we have. And btw the image below is temporary until we get a good shot of the actual Wikelo ship.

Medium Fighter: Wikelo Meteor "Make Sneaky" [Wikelo] [N/A]
And finally, the Emperor. There was really only one choice for his prestige fighter: https://www.reddit.com/r/starcitizen/co ... t_realised
Reasonable-Age-1648 wrote:
I Didn't Realise...
Sorry not a serious Star Wars fan but today after accompanying my son to the Harry Potter Visions of Magic exhibition at Sentosa, Singapore, we went to the nearby Lego shop and I saw this TIE Interceptor and immediately thought "Hey isn't that looks like Guardian MX"? :)
Anyway, loved the Guardian design through and through... :)
YakuzaCat wrote:
Amusing that the Lego TIE Interceptor is almost as much $ as the Guardian MX. Not sure if that says more about Lego or CIG...
ArbalestxXx wrote:
They even presented it in a show with the hangar scene from Andor.
Mateking wrote:
It's just about different enough to be considered an homage rather than a blatant rip off. Personally I feel the Fury is a bit closer to the Interceptor in design and intention of purpose. Like the Guardian is too heavy to fit into the TIE lineup (they are all too glass cannony to be heavy fighters).
StarHiker79 wrote:
Guardian is too big and Fury is too small to be one. But both are heavily inspired by that TIE aesthetic.
congeal wrote:
It's so sad Star Wars keeps ripping off Chris's ship ideas!
shadownddust wrote:
Sounds like you got to learn something new today, which is awesome. As another comment mentioned, the intro to the MX has a recreation of a scene from a Star Wars show, Andor. They also did a similar recreation with the intro of the Wolf (a scene from the Mandalorian, another SW show), and a few other references as well.
Omni-Light wrote:
There's a lot of inspiration from shows and movies. The Scorpius is basically the X-Wing from Star Wars too.

TheStaticOne wrote:
The Dragonfly also evokes speeder vibes. When CIG demoed Genesis with the Dragonfly going through the tall trees, they knew exactly what they were doing.


So basically anywhere but UGFs. Makes sense.
To find out where you might be able to loot specific items, you can check ChrisGBG's Star Citizen Reference Sheets: https://docs.google.com/spreadsheets/d/ ... gSIj62fq4/
icycalm wrote:
shubn said that the big guns are now in the distribution centers, but I am wondering if there isn't any in between step? For example what about outposts, asteroid bases, derelict settlements?
So the Spec used to have hardware requirements that we ignored. But they were there, and looked like this (for the Emperor Spec):
HARDWARE SPEC
Multiboxing: 3 clones simultaneously
Motion: DOF Reality P6
Feedback: ButtKicker Gamer Pro
Controllers: dual sticks + throttle + control deck + eye-tracker + steering wheel + pedals + mouse + keyboard
Streaming: 4K
Resolution: VR or 8K or triple-4K
Rig: 14900K, RTX 4090, 64 GB DDR5, NVMe M.2 SSD
It started at the bottom with the Inquisitor Spec that had no requirements, and maxed out at the Emperor with the above (and note that was set years ago, it was due for a refresh with the 5090 etc.)
And it just dawned on me that this makes no sense, because if anyone could benefit from a beastly rig it's the frontline soldier who's FPSing or dogfighting. The Emperor, on the other hand, could just as well play turn-based via email on a potato since he's only supposed to be in his carrier jerking off the whole time. Funnily enough, that's pretty much how I played the last couple of years while on my extended camping adventure.
But enough with all this. It just makes no sense, and if I tried to make it make sense by putting beastly requirements on the lowest-rank soldier, first of all we'd never meet these requirements, and second of all and most importantly, it would scare away recruits.
So, no more hardware talk in the Spec. That doesn't mean hardware isn't important, and I encourage everyone to spend as much money and effort on hardware as they can afford as no other game can benefit from it like this one, but at the end of the day there are people running alts through $400 Steam Decks, and you can certainly play the game that way and have tons of fun, and are welcome to join us with it. Wait until I tell you how I plan to have a handheld alt running around my base when base-building comes in next year, and just cleaning up the place and organizing it all day long. You're basically playing Satisfactory at that point, and it doesn't take an expensive machine to do that.
https://x.com/SeverusChud/status/1999378493386162620

This is the way. At least for the near future.


Might have to play this lol.
I completed my first two solo bunkers last night and was pleasantly surprised by all the updates they've received since the last time I went in there with other people: tons of enemies both inside and out that reacted very quickly and convincingly to me, tons of allies inside that fought back, etc. I especially loved the medbay that's been added: it's useful, it looks good and makes the bunker more complex, and it makes sense for it to be there.

I wrote:
The bunkers now have a medbay with 3 medbeds. Pretty cool. Not so cool that they're T1 while the Idris only has T2, but shubn says maybe they're meant for new players since this is an introductory area.
https://x.com/RPGSite/status/1998561626166014424
PG Site @RPGSite wrote:
Owlcat Games shares new Warhammer 40,000: Dark Heresy alpha gameplay screenshots ahead of the Steam alpha next week: https://rpgsite.net/news/19121-warhamme ... a-steam-pc




Perseus - Incite Paint $22
https://robertsspaceindustries.com/en/p ... cite-Paint
I ended up melting some non-time-limited paints to buy this because I realized that I'll end up with the Perseus next year anyway. It will definitely be one of the four Best In Show 2956 ships, if not outright win the contest since it's so popular. Moreover, I realized I already have a Carrack-to-Perseus CCU, and from my Hull C or Hercules M2 to the Carrack it's either $80 or $100, which I could probably halve with a couple of good Warbond CCUs. So I might as well get the Monster Hunter paint for it now that it's available.

Half of the Perseus pics online feature this paint. It's a looker.
OFFICIAL VR SUPPORT IS COMING!! VR users rejoyce!!!
https://www.reddit.com/r/starcitizen/co ... rs_rejoyce

SgtRphl wrote:
Nothing could be more exciting than seeing the true massive scale of ships and planets in the game!
The Monster Hunter Captain used to have the Ana Armor Endro (an Antium variant), which was out of step for him because the Monster Hunter SupCom also had an Antium variant which is way above the Captain's paygrade, but with the introduction of the Testudo Deathblow in 4.4 this issue has been solved as this armor matches perfectly the Payback armor variants that the Inquisitor and Master Chief have. As you can see, his helmet is covered by a Vanduul skull: a fitting trophy for a Captain.

Testudo Helmet Deathblow [Loot] [N/A]
Testudo Deathblow Core/Arms/Legs [Loot] [N/A]
You can get these very easily early on in Sworn Enemies; the lieutenants have them, and shubn already has a bunch of them, so just ask him for one.
Far more difficult to get is the super-rare backpack that matches it.
Testudo Backpack Deathblow (Super RARE Item - Full Armor Set)
https://www.youtube.com/watch?app=desktop&v=OI-lZYB3M1c
Xenopotamus wrote:
The Testudo Backpack – Deathblow might be one of the rarest pieces of gear currently in Star Citizen v4.4. There's only been a single small image floating around online — and no videos have been uploaded that I could find. Thanks to @K1ng_ChAo5 and the C5C crew (you guys are frickin' LEGENDS!), I finally have one in-game, making this one of the first real looks at the item as a verified drop. @K1ng_ChAo5 I really appreciate the gifted backpack, you are awesome!

Xenopotamus wrote:
Supposedly it is in the loot tables in large armor boxes in the Vanduul Tech Smugglers Warehouse and/or the disabled Polaris. I have yet to see it drop... got this one from the leader of my org, who is a real swell guy. :)
After-Sentence4713 wrote:
As someone mentioned there is a 'Deathblow' backpack that is a rare drop from the orange lootboxes within the Polaris interior and the Warehouse loot room.
After-Sentence4713 wrote:
The good news is, it appears the lootboxes do reset and realistically you could just accept the mission and go straight for the Polaris interior boxes. Then just camp out the boxes waiting for them to respawn loot till you eventually get it.
Theres no gating etc. to stop you entering the Polaris so just rock up and camp it out.



https://x.com/RobertsSpaceInd/status/19 ... 8639892610
Star Citizen @RobertsSpaceInd wrote:
Trade the right components with Wikelo and you could walk away with the brand new ATLS IKTI or GEO IKTI.
The IKTI RAD? Let's just say ASD Facilities hold secrets worth digging for.




I bought a Golem OX.
So for a while now we've been playing with some updates to the Base + Pirate Inquisitors and Master Chiefs, but I haven't bothered formally updating them. Finally, here is the formal update. It was important because people need to refer to this list because they forget things, plus new players. So let's see the changes in detail.

Above all, I was overjoyed to replace the Base Inquisitor's silver armor with the black one, called Base, or just Inquisitor in-game, depending on the part, which can be confusing, and which I designated thus:
Inquisitor Core/Arms Base/Legs Base
You can see that the core is just called Inquisitor, while the arms and legs Inquisitor Base. And to make everything even more confusing, the helmet is called Morningstar Helmet Base.
This is the color I wanted to use originally, which you can see by scrolling all the way to the top of the thread. But at the time, it could only be got through looting, and it was very rare to boot, so it didn't make sense for the baseline soldier. Once Pyro came online however, CIG added it to Pyro shops, but it took us nearly a year to realize it. I think shubn realized it earlier but didn't know the significance. Anyway, he let me know recently and I jumped for joy, and now the Base Inquisitor is black as I had wanted all along, and he matches perfectly some of his coolest black vehicles like the A1, the Blacksmith Hornet, the Cutlass Black and the Storms.

So with the Base Inquisitor becoming black, it freed the silver ("Black Steel") Inquisitor armor to go to the Pirate Inquisitor. This fits him perfectly because silver is the color of many of the Pirate paints. Imagine a platoon of silver Pirates emerging from a silver Hercules for example, with silver Novas rolling out of it etc. Amazing impression, plus the Star Kitten Sally helmet makes the Pirate Inquisitor look even more grotesque than the Base one. Only problem is this is a Subscribers Store item, but it's only a few bucks, so grab it or ask someone who subscribes to grab it for you, or you can also get it from the grey market for peanuts. And the Pirate Commanders should have a couple to lend to new recruits until they get theirs.
Note the pics for both specs are temporary as I couldn't find any better ones for this armor. We'll take some cool pics and I'll replace them eventually.
The Base Inquisitor remains otherwise unchanged, but the Pirate has some changes. shubn suggested the Karna as the rifle and the Coda as the pistol, and these are cool changes that sufficiently differentiate him from the Base with its military Behring guns. The Karna and Coda are made by Kastak Arms, which is the pirate gun maker. So it all makes sense.
The knife is also new, it's the Sawtooth, again by Kastak Arms. Unfortunately it's loot-only, but shubn has loads, so grab a couple from him. Even more unfortunately, it's bugged and sticks out badly, so we won't be using it until it's fixed. So use the Base Inquisitor's knife until further notice.

In the same vein as the above changes, the Base Master Chief Spec has been moved to the Pirate Master Chief, because it's silver and it has a grotesque helmet. I've made some changes to it however.
The undersuit is new, it's the Markanda Undersuit Deadwood (Refurbished). It can be found in shops no problem and looks like this:

Why a new undersuit for the Pirates? Well I noticed that these are just less rare versions of the Markanda Undersuit Pyrotechnic that was in an older CitCon pack that I gave to the Pirate SupCom. So it makes sense for the whole range to be used by the Pirates. That said, I am keeping the Stoneskin for the Pirate Inquisitor to match the Base Inquisitor for now, for convenience's sake. Maybe I'll switch this up in the future, but for now make sure to note the differences.
The backpack is also slightly different, it's not the Pembroke you can get in in-game shops anymore, it must be looted, and shubn has written about it earlier [ > ]. Ask him for one or for how to find it, if you need one. He can probably just give you one. He's said it's not hard to find.
The gun choices have also been rehauled to be much more functional and make more sense. His main gun now is Any LMG, which gives him reliable heavy firepower, and his secondary gun is Any Railgun or Grenade/Rocket/Missile Launcher. So no sniper rifle for him, if you want a sniper that's the Assassin Spec, or you can give one to the Ranger, or you can tell any Inquisitor to take one. Sniping is the exact opposite of what we want the Master Chief to do.
And again his knife is the Sawtooth, but as aforesaid that's bugged now, so use the FSK-8 until further notice.
So again, having silver Master Chiefs command fireteams of silver Inquisitors as they jump out of silver Herculeses and silver Novas is top Cult Gameplay and I can't wait to see it happen.

And of course, since the Base Master Chief became the Pirate Master Chief, we need a new Base Master Chief, and that's what the new Palatino armor is all about. It fuckin screams Master Chief to me, the most badass heavy military guy come to wreck your shit with his badass heavy military weapons and armor (and in a bit also mechs when I make the mech update). Only problem is that the black Palatino called Necropolis is loot-only and super-rare, and we don't have any of it. So while the Spec says Necropolis, we'll be using the Deadlock variation (pictured above) which shubn and I got from one of the patch bundles [ > ] until we can get hold of at least one full Necropolis to pass around. And note shubn bought 3x of these, so you can grab one of his for good if you tend to play Master Chief a lot.
In terms of Cult Lore, the reason these guys are wearing camo Palatino is that they're fresh off Cult Academy, so they haven't yet earned their full Necropolis battle colors. They need to necro some more peeps to get there.
So that's the end of this update. Glad I got it out of the way because all these little changes were adding up and even I was forgetting what I was supposed to be wearing.
icycalm wrote:
Wow Adjudicator, terrific purchases. I won't even ask why 3x Salvations between 2 characters. I am sure you have your reasons.
icycalm wrote:
Do your Shiv and Stinger include the Meridian paint btw? shubn's and ysignal's/recoil's do. I just want to know how many of those paints we have, as they're useful for pirate ops.
https://robertsspaceindustries.com/spec ... ch-notes-3
Wakapedia-CIG @Wakapedia-CIG wrote:
- PDCs will now target and shoot Bombs even if not hostile
Citizen_of_the_Verse @AnthropicDualiT wrote:
Looks like they fixed the PDT! Only testing will tell!
https://www.youtube.com/watch?v=D3yaTc0 ... XVyolQO3wj
Cloud Imperium Games wrote:
It's finally here. Fire. Heroics. Occasional Component Maintenance. All these and more are waiting for you when Engineering makes its way to the 'verse in the upcoming Alpha 4.5.

@thomaselliott5704 wrote:
What about overclocking and tuning of ship components?
@Cissedreidtesla wrote:
Please let us use the fire extinguisher as a thruster in space!
@badgerius1 wrote:
Since step 1 is "preparation", can we see an effort to add tool, suit, component and item storage to engineering spaces? I think any ship big enough to have an engineering room should have a rack for repair tools and storage for firefighting (i.e. heat resistant) suits), spare components, fuses, and reloads for the tools in the same room. We're going to need all of that, so we might as well store it where it's needed!
@Seithim wrote:
I'm so glad that he clearly explained what the intention is. It sounds like they're completely in-line with what I would have wanted from the system. The system should be focused on extending the life or maximizing the functionality of your ship. On top of that, he's pushing to have vendors in spaceports.
@spaceman2202 wrote:
Vendors in space ports would be cool, but bigger markets in LZs in general would be sick.
@tknut2627 wrote:
Instead of new vendor, a fuse/cambio container vending machine next to ASOP terminals would make life much easier!
@richardbishop6752 wrote:
They need to start selling ready to go boxes in shops with food or survival gear, engineering materials, ready to go medical kits, and whatever else. Buying everything individually and putting it in boxes yourself is going to get time-consuming and tedious.
@300Yeeet wrote:
What I personally don't really understand is why fuses even exist. Circuit breakers are a thing after all.
@empath69 wrote:
This isn't a household electrical panel; when a fail-state can include "had a bullet shatter it", it's faster and easier to swap out a designed-to-be-replaceable fuse, than it is to remove a broken breaker assembly and then install a fresh one.
https://www.reddit.com/r/starcitizen/co ... f_graphics
Ali Brown, Senior Technical Director, Graphics & Procedural Tech wrote:
We expect VRAM usage to go down with some new tech early next year, but then we'll need that back for the new planet tech!
Star Citizen Alpha 4.5.0 PTU: Engineering Design Doc
https://robertsspaceindustries.com/spec ... design-doc
Massive official engineering document. Scroll all the way down.
Someone on Reddit is tracking the changes made to the document over time:
Changes made to engineering PTU design doc
https://www.reddit.com/r/starcitizen/co ... design_doc
https://x.com/AtlasDefenseOrg/status/19 ... 4997324022
Atlas Defense Industries @AtlasDefenseOrg wrote:
Formation so clean even Hurston Security paused to stare. When ADI says muster at 1800, we show up like an NPC cutscene.
I got my first referral along with the Star Kitten Dragonfly and the CDS GCD-Army armor plus backpack.
CULTCLONE-12 has the Mustang Alpha Starter Pack. I will have this clone stationed at Ruin for now.
https://x.com/chonkrider/status/1995975177428238548
CHONKY @chonkrider wrote:
Unfamiliar graphic setting with Vulkan. Set to 4K but cannot adjust to Very High and High like I used to. All consumed 7.3 GB of VRAM. Ultra High is 14 GB which I will never reach there. My GPU only had 8.
P.S. The leaker calling Half-Life 3 a "tech demo" is very astute because that's pretty much what the previous two games were. (And also Wolfenstein and Doom, but even worse for these two.)
https://x.com/Grummz/status/1995934026696458598

So first off, in order to make a game you need game developers, and Valve has about as many of them as GameStop now. So they can't make a game. If they were staffing up to make one, we would have probably heard about it, unless it's 8-bit and Gabe can make it on his own. So my speculation is that some autistic programmer who works on the Steam backend did some experimenting on his own and showed the results to Gabe, and they're announcing a game for which they plan to hire the staff sometime AFTER the announcement. So don't expect anything playable soon, unless, as aforesaid, it's at 8-bit or Portal levels of complexity, in which case why bother.
Moreover, even at its height, Valve still couldn't make a great game: I quit the original Half-Life from boredom 4-5 hours in. It was a solid game for the time, on the level of Doom, but beyond the cool intro it was just a dungeon-runner. I have extensively reviewed both games in Not Art essays, and given both 4/5. I have not played Half-Life 2, and that's probably much better than the first, from what I have seen, though I doubt it is a masterpiece simply because Valve isn't good enough to create one. And if it wasn't good enough decades ago, it sure as heck isn't now.
TL;DR: I only care about the tech, if it exists, in which case I am sure CIG will incorporate it pronto into Star Citizen. That's all I care about, and the rest is just tired midwit memes.
I got 3 of each. I also got all the BIS paints.
Limited-time paints not related to any event or show or promotion are a new thing for CIG and there are currently 6 of them. To find all of them in one screen you go to the Paints section of the Pledge Store and click on the "Limited Time" filter, then go to the end of the last results page in order to scroll past all the IAE paints. The link is basically this: https://robertsspaceindustries.com/en/s ... mited-time

So as aforesaid, there are 6 of them, but I don't see most of them being useful to us in the near future. The main exception is the Perseus Incite, which is the best-looking out of all the Perseus paints, which is why the photographers have been overwhelmingly using it. And I believe it fits fantastically our Monster Hunter Specs. Compare it with the three tactical armors and also the knife that comes with them. So if someone buys it, I'll add the Perseus to the MH Spec at the Captain level. But it's no big deal if we don't get it. Plus, after the BIS Debacle I am certain we'll get more chances to acquire these paints down the line, so my FOMO is greatly diminished.
Other than that there is the black MXC paint, but there's another black that's not limited-time, and we can buy/melt those in bulk, so we don't really need this one. At any rate I did get one as it was just 3 dollars.
As always, let us know if anyone buys anything.