Mission Design
Coming back from the holidays, the Mission team continued with their work for content coming this year.
This began with Industrial Collections missions, which will also add reputation to mining-based factions and expand on Salvage gameplay. For mining, these missions will complement existing gameplay. For example, while a mission may ask for a specific amount of iron, mining could produce more than required, which can be stored for use later, used for another mission, or sold for profit elsewhere.
The salvage missions task players with retrieving components, weapons, CM, and RM, which can be twinned with the salvage rights players can already buy, allowing for profit maximization.
The team also supported the Clearing the Air event, providing varied mission types that allow players to work for a chosen company (or all of them) and earn rewards.
Looking forward, design work was completed on the revival of Siege of Orison. This was followed by a phase of rapid iteration to ensure this first instanced content is a great step forward.
Additional missions are also underway for Nyx, including the return of courier and delivery missions as part of the ladder toward hauling.
Narrative
After the holidays, Narrative hit the ground running, supporting the final closeout for Alpha 4.6. This included writing the usual array of mission, objective, item, and vehicle descriptions as well as dealing with any bugs that arose during testing. Much of the work revolved around upcoming missions, events, and characters that will require further Narrative input throughout the year.
The team also started outlining their first performance-capture shoot for the new year, so scripts were written and reviewed with Design to ensure the correct content is captured.
Narrative and Tech Design discussed the Location Scattering tool detailed in the [CitizenCon 2954](<
https://www.youtube.com/watch?v=wYvPpQ25XGc&list=PLVct2QDhDrB0TFQUU60tmCerFn-jDvuVr>)
presentation, helping them understand how to theme these generated settlements in a way that feels scalable but specific.
Online Technology
The Network team began the year changing the DGS manager class so that it’s aware of DGSs that no longer have groups streamed in. This provides buffer time between a DGS having its last group streamed out before it can be considered for release back to Fleet. The team also created a class that will change as they transition from static meshing and instancing to quasi-DSM and then to full DSM.
Besides this, the team tested various in-development technologies along with maintaining and improving tasks.
The Live Tools team continued surveying users of Bootstrap, the local game environment tool, to make it more stable, faster, and easier to use for testing and development work.
Development of the ticket assignment workflow web-app tool continued with delivery targeted for the end of February.
Finally, the validated UI design for Hex is currently being implemented, with modern navigation and improved layout to enhance workflow efficiency.
R&D
After the optimization push at the end of 2025, January saw the revival of the new and improved ground prototype, with work beginning to make it production-ready for both the PU and SQ42. Once complete, ground details will be cheaper to evaluate and render, ground fog modelling will be improved, and lighting will self-shadow and cast shadows like rain volumes and clouds. Part of this work also includes various optimizations for the atmosphere raymarcher.