- CURRENT BUILD: 06-03-2014 – Build 75
- PREVIOUS BUILD: 05-08-2014 – Build 6623
(As per \CitizenClient\Client_Release.id)
A new month has finally heralded the release of the much-awaited Dogfighting Module (more formally known as “Arena Commander”) release for Star Citizen! After more than a few mishaps and unexpected delays, the team finally rushed it out the door early last week…. and then rushed it out the door again a few hours later after realizing the actual dogfighting maps had accidentally been excluded somehow. Whoops.
But everything’s in order now and many of us have had a chance to check out the first evidence of real, actual gameplay that Star Citizen has to offer. This turned out to be one of the largest patches yet (understandably), bringing the game download size up to 10GB. This also makes for a somewhat daunting exploration of the files given the sheer amount of stuff that’s changed… you’ll also notice we’re back down to Build 75 now. Correspondingly, I’ve noticed that the Client_Release.id file shows a completely different branch this time (“release12” vs last month’s “patch11”) so there’s some strong evidence that we’re working with a very different build this time.
In fact, this build is so different that it took me several days to actually work through the insane number of changes and pick out what was worth reporting on! It actually took me so long that CIG snuck out a second update while I was still working on this, so you’re actually getting an Under The Bonnet back-to-back special. See part two here.
CIG has also confirmed that the .PAK files have been locked down a bit; Scripts.pak cannot be opened at all now with standard tools (and requires a bit of extra know-how parse), and while the other archives can still be edited freely, the game will fail to read them properly on boot-up if modified. This limits the amount of fun one can have versus the previous builds, but is understandable given the need to keep the testing environment sane while the actual gameplay builds start ramping up. Still, this is a bit disappointing for modders and machinima artists who relied on being able to manipulate the game’s assets to create some of their works, so I hope they open the game files up to modding again soon (for private gaming only, of course).
Again, this is a very significant new build with a lot of little changes, so I’m going to just be focusing on (arguably) the most interesting bits that I can find – with the script / gamedata changes taking up a sizable chunk of attention. If you know of something else cool that you think should be included, drop a comment! Let’s dive in.