Star Citizen 4.10.1: crafting is exactly where you left it
4.10.1 is live, and for crafting it is a patch about nothing: the same 1,607 blueprints, the same costs, the same names. Checked rather than assumed.
What changed in the game, and what changed in Hangarworks. Crafting patch notes are written against the live blueprint data; musings are everything else.
4.10.1 is live, and for crafting it is a patch about nothing: the same 1,607 blueprints, the same costs, the same names. Checked rather than assumed.
Two days of performance work on Hangarworks, almost all of it deletion: an icon font that was 97% unused, a login system booting on pages nobody had signed in to, and an avatar served at 459 KB to be drawn at 34 pixels. Public pages went from 56 to 100.
Destiny 2, Guild Wars 2, World of Warcraft and EVE Online all concluded that the right place to manage a complicated inventory is outside the game, and each shipped an API to prove it. Star Citizen already has the data. Here is what the community would build with it, and what Hangarworks would do on day one.
The Perseus took the crown and all eight USC brackets called it. One industrial upset in the first round, however, quietly demolished a quarter of mine.
Since Alpha 4.7, Star Citizen's ship armor checks every incoming bullet against a threshold and returns either full damage or absolutely nothing. No ramp, no falloff, just a cliff. Here's how that one choice turned alpha damage into a bouncer at a door and every other weapon stat into upholstery.
4.10 added ten crafting blueprints, every one of them mining gear, removed nothing at all, and quietly corrected four names that had been attached to the wrong body parts.
If your org uses ranks, they now appear on every member list and on your own profile. Giving someone a rank also no longer hides the controls for managing them.