Star Citizen Update: New Info Dump on Crafting, Swimming, Ballistic Calibres, and Performance Optimizations
In a recent community breakdown video titled “New Info Dump – Crafting, Swimming, Ballistic Calibres, Performance Optimising | Star Citizen Update”, key progress from Cloud Imperium Games’ November and December monthly reports is highlighted. This covers advancements across AI, animation, core gameplay, economy, and major R&D efforts on performance. As we move into early 2026, these updates signal steady momentum toward features like crafting integration, better mobility, refined combat systems, and smoother large-scale play.
AI and Creature Enhancements
The AI teams have made strides in dynamic NPC behaviors and creature systems:
- Targeted voice packs for location-specific NPCs to enhance narrative immersion, tied to new missions and reputation mechanics.
- Significant work on the Valaka sandworm (juvenile to giant variants), including better submerged positioning, chase behaviors, attacks on inanimate objects/vehicles, and placeholder mechanics.
- Ported AI systems from Squadron 42, including radial formations, motive conditions (e.g., health-based boss triggers), and fixes for anti-personnel turrets and navigation (elevators, trains, ladders).
- Planetary navigation improvements for creatures, with easier terrain adjustments planned for Alpha 4.6.
These build toward more lifelike enemies and environmental interactions.
Animation and Player Mobility
The Animation Team wrapped up the year’s performance capture shoots, adding facial animations for new characters and NPC voice packs in the Nick system. Key developments include:
- Finalized Spec Ops AI combat sets (high-skill, deadly human enemies) and new melee/mechanized enemy types.
- Ongoing creature animations (e.g., Aopian enemies) and background life elements.
- Player swimming and navigation animations — a long-awaited addition for water traversal and planetary exploration, promising smoother on-foot movement in aquatic or flooded scenarios.
New weapon animations round out the updates, supporting upcoming combat styles.
Core Gameplay and Crafting Progress
The Core Gameplay Team is iterating on engineering (introduced in 4.5, with wear-and-tear reintroduction and shield updates coming in 4.6 and beyond). The standout reveal is crafting nearing player-facing readiness:
- Tech preview of the core loop: gathering materials, crafting items, and modifying stats via material quality tiers.
- Shop support for varying material qualities; sell partially filled or mixed containers without waste (e.g., utilizing leftover resources efficiently).
- UI advancements: queuing system (Q-screen), delivery selection, material refunds, and dismantling crafted items.
- Core functionality is implemented, with the team preparing for player feedback before final polish and UI beautification. No confirmed release date, but it aligns with broader economy and personalization goals (likely early 2026, potentially tied to inventory reworks).
Additional work includes transit/freight elevator fixes, conditional mission completions (e.g., alternative objectives in 4.6), courier mission resolutions for 4.7, and early groundwork for capital ship onboard refueling/rearming.
Economy and Ballistic Weapons
Economy updates incorporated community feedback on rewards (e.g., overhauled Wiko recipes with fewer ingredients and redistributed loot). Commodity pricing tweaks aim to boost undervalued resources. New features include:
- Potential vehicle drops in contested zones and safe trading at Nyx social stations (tied to 4.7).
- Vehicle ballistic weapons receiving proper calibre designations and operational cost calculations based on size/type — crucial for the Maelstrom physical damage system, where ballistics will excel against armor while balancing logistics and upkeep.
R&D: Performance Optimizations
A major focus area delivers broad improvements for both the Persistent Universe and Squadron 42:
- Enhanced texture streaming for volumetric clouds, ground fog, and 3D volumes.
- Concurrent voxel tree access for smoother gas cloud/radiation handling and atmospheric flight.
- Reduced allocations and threading overheads (e.g., inlined lambdas, no OS calls for vehicle/damage updates) for better CPU scaling in fleet battles.
- Optimized AI tactical queries, compact entity storage, and gas cloud light updates to minimize hitching and memory use.
- Faster projected decal rendering (bullet holes, scorch marks, wear/tear) for GPU efficiency in intense combat.
These changes prioritize frame stability, lower resource demands, and scalability — essential for denser servers, persistent worlds, and future tech like Genesis planets.
Looking Ahead
Supporting elements include mission system V2 milestones, derelict station missions returning to Stanton, extensive Nick system narrative work, and 2956 teased as an “exciting year” with mechanics like crafting, hacking, and data running on the horizon.
This info dump reflects solid foundational progress across teams. For the complete details, check the original video breakdown. The ‘verse continues to evolve — stay tuned for upcoming reports and tests. Fly safe!