|[[File:RiversV2RM.png|150px|right|thumb]] Setting up biome-specific object rulesets around bodies of water and distributing those by placing additional rivers and lakes on [[microTech]] and [[Hurston]].
|[[File:RiversV2RM.png|150px|right|thumb]] Setting up biome-specific object rulesets around bodies of water and distributing those by placing additional rivers and lakes on [[microTech]] and [[Hurston]].
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| [[Caves and caverns1Sand Cave]] Archetype
| [[Caves and caverns|Sand Cave]] Archetype
|[[File:Sand-Caves-Lighting-Pass.jpg|150px|right|thumb]] Establishing the visual language, creation pipeline and quality standard for a new sand cave archetype. With this release, cave networks using this archetype will be placed throughout the [[Stanton]] system.
|[[File:Sand-Caves-Lighting-Pass.jpg|150px|right|thumb]] Establishing the visual language, creation pipeline and quality standard for a new sand cave archetype. With this release, cave networks using this archetype will be placed throughout the [[Stanton]] system.
This refactor of the ship cargo system will allow both found and purchased cargo to be picked up, moved around, and placed into the cargo grid of a ship.
Persistent Entity Streaming
Implementation of the Persistent Entity Streaming core technology into Star Citizen. Making use of services such as the Entity Graph and Replication Layer, this will allow every dynamic object in the game to fully persist across all servers, irrelevant of whether it is owned or held by a player.
The first implementation of Salvage into the persistent universe, which includes both hull stripping as well as repair. This will include both performing hull stripping and repairs by hand, as well as hull stripping using the systems aboard the Drake Vulture and Aegis Reclaimer.
A derelict settlement on Daymar using parts of the StarRunner & 600i, as well as some habs adapted to the biome, to create a point of interest with some type of activity (puzzle, traversal, hostile AI, missions, etc.) as well as rewards for completion.
Setting up biome-specific object rulesets around bodies of water and distributing those by placing additional rivers and lakes on microTech and Hurston.
Establishing the visual language, creation pipeline and quality standard for a new sand cave archetype. With this release, cave networks using this archetype will be placed throughout the Stanton system.
Arena Commander: Classic Race Mode Overhaul
A complete overhaul of all systems and maps in Arena Commander's Classic Race Mode. Improvements include a complete refactor of the Checkpoint entity & race manager system, improvements to scoring, a complete rework of all three New Horizon Speedway maps, as well as a new map, The Snake Pit.
Sandbox Prison Activities
Expansion of prison gameplay with a new suite of missions and sandbox activities to give inmates more opportunities to earn merits or to aid in their escape from prison.
Security Post Kareah will be taking a more central role in Stanton's security. Crusader Security have moved in a full-time staff and have begun storing confiscated contraband aboard. The station will be off limits to all civilians, unless given prior authorization.
New Missions - Orison
Bounty, Assassinate, Clear All and other missions to take place on the platforms created for Siege of Orison which, in future, will be distributed across the planet of Crusader to create further content.
New Interdiction Scenarios
Adding new variations and difficulty levels of interdiction scenarios that players will come across while quantum traveling.
Environmental Space Missions
Implementation of new missions and scenarios that the player will encounter as they wander around an area of space. The missions that appear will be based on the Probability Volumes that the player is currently in.