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Roadmap Roundup - February 26th 2025
As a reminder, the 1.0 column represents features and content planned for Star Citizen 1.0. However, this doesn’t mean you’ll have to wait until full release to experience them—rather, it serves as a snapshot of the experience you can expect. As features and content from this column become ready, they will shift left into a point patch column, preparing for release.
Release View
Cards added to Release View 4.1.x:
- REDACTED Mission Giver
- REDACTED Mission Giver Location
- REDACTED Sandbox Activity
- REDACTED Armor Set
- Space Combat Missions
- VOLT AR “Parallax”
- VOLT SMG “Quartz”
- Hathor Mining Station
- Hathor Ground Alignment Stations
Cards added to Release View 1.0:
- Control Surfaces
- Quantum Boost
- Item Misfire & Wear
- Fire Hazard
- Charge & Drain
- Life Support
- Engineering Gameplay
- Solar Flare
- Vehicle Radar & Scanning Rework
- FPS Radar & Scanning
- Hangar Uprades
- Weapon Overheat
- Radiation
- New Missions - Location Repair
@GeneralNews
old ToW video feat Hathor station
sc-testing-chat | Nicou-CIG: Spectrum user - “does anyone know if inventory like exec card wipe with 4.0.2 release?”
► CZ cards will be lost when transitioning from 4.0.1 to 4.0.2, but we’ve ensured these items will persist moving forward. This means that cards obtained in 4.0.2 will remain in persistence as future updates are released. For the ship parts, looted weapons, salvaged/looted ships: Same thing than the CZ Cards, they will be lost too when we move to 4.0.2. But all these items in 4.0.2 have been flagged to persist going forward.
Supply or Die event:
The more missions you complete, the more you’re rewarded.
- Tier 3: “Outcast” Paint Pack for the Drake Vulture, MISC Prospector, and MISC Fortune
- Tier 2: Ravager-212 “Outcast” Twin Shotgun
- Tier 1: A decorative diorama to enhance your hangar environment.
Jump Point Magazine - Ferbuary 2025
Articles on:
- Misc Fortune
- Anvil Hornet
- Stanton System Attacks
- Supply or Die
Live Services Disruption
The Team is currently working to mitigate elevated error rates with the Identity Service.
This is resulting in players being able to establish new connections to the game.
[2025-03-02 Updates]
- 2035 UTC - Initial Notice, team is investigating.
- 2325 UTC - Percussive maintenance applied, environment is recovering, team will continue to monitor.
Live Service Maintenance
The Live Service will be in a maintenance window starting on 2025-03-03 at 1400 UTC to apply necessary infrastructure updates.
This maintenance window is not expected to exceed 4 hours.
[2025-03-03 Updates]
- 0200UTC - Initial Notice in Live Services Disruption Update.
- 1350 UTC - Maintenance Posted
Alpha 4.1: First Look at Item Recover
Today, we want to provide a more detailed breakdown of some of the iterative releases that will start to bring these plans to life.
The initial T0 rollout will be fairly basic compared to the full system, but it marks a crucial first step. As we shared at CitizenCon, the complete Item Recovery system will be far more robust and nuanced, making gear management a core gameplay element. You’ll be able to secure the items that matter most while still allowing room for piracy and emergent gameplay.
First Step: T0 Implementation
With the initial rollout of Item Recovery in Alpha 4.1 (internally referred to as T0), you will respawn with the exact gear you had equipped at the time of death. Emphasis on the term “equipped”, as this is different than what you may have had in your inventory. This includes equipped weapons, armor, magazines, and medpens, ensuring that your core loadout is retained. However, items stored in your inventory, such as your backpack or other containers, will remain on your corpse, making them available for looting or retrieval.
Looking Ahead: T1 & T2
While T0 lays the groundwork and provides some assurance that your equipped items are not lost, we are already actively developing T1 and T2 implementations. These future updates will add more depth to the system, including a viable path for piracy
T1: Loadout & Ship Registration
T1 will introduce the ability to register your gear and ships at kiosks or ASOP terminals.
Important Notes:
- Personal Loadout: Players can register their equipped items which can be reclaimed for a fee at specific kiosks or freight elevators.
- Ships & Interiors: Ships, along with their loadouts, decorations, and locker contents, can also be registered. They can then be reclaimed in the state they were previously registered at ASOP terminals for a price.
- Looting & “Bricked” Items: Once an item is looted, it remains usable until the original owner reclaims it or marks it as stolen. At that point, a Dead Man Switch is activated, meaning it will cease to function after a period of time.
- While a looted and/or stolen “bricked” item is no longer usable, you can still sell the item for credits.
- Pledge items are auto-registered and will never lose their registration status. They can always be claimed back, even if they were not manually registered.
- With T1, you will no longer respawn with your preserved gear already equipped. You will need to visit a location, such as your freight elevator, to reclaim your registered items. We are developing a quality-of-life feature to allow you to re-equip your previous full loadout with one “auto equip” button at this location.
T2: Restoring “Bricked” Items & Crafting Integration
T2 will introduce a way to restore previously “bricked” items for a price.
Spectrum user: “What happened to no more T0 implementations?”
Zyloh:
Item Recovery has become one of the most frequently requested features, and we want to start rolling out improvements here sooner rather than later. Instead of creating a temporary system that would eventually need replacing, we’ve structured the intended full design into tiers, allowing us to introduce aspects earlier rather than waiting for the entire crafting and insurance system to be completed. Each tier (T0-T2) is a step that ladders up to the full robust system that the team is building.
Components, Power, Signatures,Your Ship Owner Guide
Ever wondered how your decisions impact your ship’s performance, what makes one component better than another, and how different manufacturers set themselves apart?
Welcome to your Ship Owner’s Guide, your go-to resource for understanding the mechanics of power, heat, and signature. With this knowledge, you’ll gain full control over your ship’s efficiency and performance, making every flight smoother and every battle more strategic.
Since the introduction and continuous development of the Resource Network, Star Citizen allows engineers to control power distribution to individual ship components from their vehicle’s energy pools. This feature will be refined and fine-tuned in future updates and will play an increasingly significant role.
Let’s take a detailed look at the properties of components as well as the mechanics of power, heat, and signature.












