Early Access Patch 014: The Take A Pause for the Cause Patch – 18th July 2020
Some more fixes and quality of life improvements. The main new feature is our multiplayer pause, which allows each player in a multiplayer game to pause twice for a brief period if needed.
We expect to have a big patch next week or the week after introducing new abilities and other supporting system improvements, which we’re looking forward to sharing with you.
Gameplay
Multiplayer pause – each player can pause twice for 20 seconds each. We’ll change the number of pauses and length depending on player feedback.
Movement Indicators have been improved to be more accurate in certain edge cases
UI
Added in a missing tooltip for minimizing and expanding a part of the HUD
Added in tooltip heading wrapping, so text doesn’t extend past the text box any more
Fixed
A crash on client due to replication errors
The destination marker for each client train was visible to the host, now no longer visible
A bug where the artillery turret was not moving as it should while the player was aiming.
A bug where the turret’s fire animation wasn’t triggering the dust VFX around the unit
A visual bug with the Responder’s units, compartments are now properly spaced
We expect to have a big patch next week or the week after introducing new abilities and other supporting system improvements, which we’re looking forward to sharing with you.
Gameplay
Multiplayer pause – each player can pause twice for 20 seconds each. We’ll change the number of pauses and length depending on player feedback.
Movement Indicators have been improved to be more accurate in certain edge cases
UI
Added in a missing tooltip for minimizing and expanding a part of the HUD
Added in tooltip heading wrapping, so text doesn’t extend past the text box any more
Fixed
A crash on client due to replication errors
The destination marker for each client train was visible to the host, now no longer visible
A bug where the artillery turret was not moving as it should while the player was aiming.
A bug where the turret’s fire animation wasn’t triggering the dust VFX around the unit
A visual bug with the Responder’s units, compartments are now properly spaced