Luminalia 2955 Calendar - Day 13
Daily reward:
Festive Kopion Display
It’s that time of year
TL;DR:
(glow is barely there)
TUESDAY, JANUARY 13, 2026
WEDNESDAY, JANUARY 14, 2026
FRIDAY, JANUARY 16, 2026
Formerly known as Patch Bundles, Store Bundles are limited-time item and cosmetic packs featuring themed color palettes. Starting in 2026, new bundles release on the second Tuesday of each month. Mark your calendar for these monthly drops you won’t want to miss!
This month, take on the biggest threats of the ‘verse with the new Shadow Gild bundle featuring a dark grey camo with gold highlights. Includes the Quirinus Tech Palatino heavy armor set with backpack, VOLT Fresnel LMG, and paint for the Mirai Guardian series.
This card has been set to Tentative.
This card has been set to Tentative.
This card has been set to Tentative.
This card has been set to Tentative.
This card has been set to Tentative.
Taking advantage of a glut of salvaged Atlasium in the wake of an unusually high number of capital ship battles, a few clever vendors in the Stanton system have cornered the market of the rare material, selling it at premium price. For those of you without the aUEC at hand, the vendors are also offering higher-than-average prices on a few other commodities that they’re eager to get their hands on.
Profit-seeking traders are encouraged to seek out and discover these prosperous vendors in the ‘verse, but beware that quantities are limited, and others may be seeking these fortunes in less-than-friendly ways. This demand is temporary and will fade once their needs are met and the market stabilizes with the next major update, Alpha 4.6.
WEDNESDAY, JANUARY 21, 2026
THURSDAY, JANUARY 22, 2026
https://www.youtube.com/@RobertsSpaceInd>))
FRIDAY, JANUARY 23, 2026
Last month, the Online Services team shared an internal tech demo, demonstrating what will be coming with Item Recovery T1. With this, they were able to properly establish the priority needs of downstream teams.
Work also continued on instancing, with the Instance Manager working as the cornerstone to validate the feature’s inner workings.
The Live Tools team successfully launched the new error-reporting pipeline. Development of the WebApp tool continued, with the team expanding its scope beyond the initial crash ownership rules functionality. The tool will now incorporate additional capabilities to automate ticket assignment workflows, replacing existing manual and difficult-to-maintain processes for routing tickets to users.
The audit-logs feature for Hex is now live in production too, providing enhanced tracking and monitoring capabilities for the team.
In November, the R&D team’s PU focus remained on optimization. Texture streaming support was added for volumetric cloud and ground fog, including support for streaming 3D volume textures.
Various optimizations were done to allow the inlining of C++ lambdas and to prevent allocations in situations where they must be captured as functions. This, among other things, improves the runtime of IFCS thruster updates, Subsumption mission updates, and item resource generation and consumption.
Read access to voxel trees can now be made concurrently, which helps with CPU gas cloud reads for radiation volumes, atmospheric flight data, door hazard state updates, and more. Also, lowercase CRC32 computations were optimized significantly. Threading-related OS call overheads were removed when updating vehicle parts and when checking for active impacts in damage maps.
Overheads in evaluating AI tactical queries were fixed, while the refactor of gas cloud light updates to remove the need for temporary memory allocations and significantly optimize CPU processing cost was brought to the PU.
In December, more code was optimized for both projects. Among other things, context capture for immediately executed lambdas in various systems was improved to avoid unnecessary allocations.
Priority and deferred action queues were cleaned up and optimized to allow directly emplacing passed lambdas and to avoid unnecessary temporary copies. Entity classes are now also stored more compactly in the registry and allow for more efficient lookups.
AI local variables no longer cause excessive allocations and locking cost. The time slicing of monitored zone updates (mission updates) is now handled more efficiently. Finding the closest shadow region node is now executed more efficiently, and work is also underway to speed up projected decal rendering, saving interpolators.
AI Content focused on preparing for the Alpha 4.5 release, including updates tied to the addition of Nyx. The team refined social behaviors in Levski to better leverage available interactions, introduced Nyx-specific voice packs to enhance ambient and location-based conversations, and began developing targeted dialogue sets to create more contextual narrative experiences. In parallel, they collaborated with the Missions team to support new mission reps and story-driven content planned for future releases.
During November and December, AI Tech & Features concentrated on improving the valakkar, enhancing its submerge behavior, terrain avoidance, and combat capabilities, including attacks on inanimate objects. The team also fixed legacy chase behavior, removed the movement hearing filter concept, and introduced new placeholder behaviors.
Within the Star Paws creature pipeline, progress included updates to AI Triggered Actor States, porting radial formations from SQ42, refactoring the AI Skill Extender into “AI Motive,” and adding a new boss condition based on health lost during a phase.
Additional work addressed anti-personnel turret accuracy issues, expanded missing hints in Subsumption activity tasks, and delivered broad bug fixes across navigation and traversal systems. Finally, improvements to AI planetary navigation now allow easier adjustment of physics terrain resolution; currently limited to the valakkar, this feature is planned for release with Alpha 4.6.
In November and December, the GID team focused primarily on advancing Mission System v2 toward its next milestone, validating prototypes ahead of MVP refinement, integrating UX scripting, and updating the mission system dashboard’s visuals. They also developed a reactive expression prototype, defining its design and icon-based interface as a foundation for future designer tools. Additional efforts included integrating Tiny Machine into the Starscript UX to unify visual language, alongside ongoing bug fixes and Starscript feature development driven by designer feedback.
In November and December, the Facial Animation team completed their final performance-capture session of the year with the Narrative team, recording content for two new characters and new voice packs for NPCs in the Nyx system. They also finalized animation work for ArcCorp’s Ella Tieno and began processing captured footage, starting with a named character slated for an upcoming release.
On the gameplay side, animators advanced the spec-ops AI combat set and additional human animation sets, while also making progress on melee and mechanized enemies, player swimming and navigation, new weapon animations, kopion like creature improvements, and ongoing background-life AI development.
The Character Art team closed out the year by finalizing event rewards and promotion items while progressing with new gangs for 2026.
The Concept Art team began exploring ideas for new armors and finalized hand-off sheets for Subscriber flair items.