1. Codename CURE II
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Codename CURE II News

CURE II Demo - B1.0.5

- added a injured anim state for players below 50hp
- adjustments to player characters eyes
- decreased the thickness of the Garils rear sight
- thickened Margots world arms
- optimised pickup textures
- translation updates
- pickup prompt for deployables
- throb effect for downed karet
- karet communication of player low hp/ammo
- deploy prompt on hud for support when nearby players are low on HP/ammo
- grenade throw world animation fix

CURE II Demo - B1.0.4

- Adjusted aim down sights animations for various weapons
- added individual weapon switch hotkeys; default 1 for primary, 2 for sidearm (if you already have already launched the game before you'll have to bind these manually or apply defaults via controls menu)
- setup a system whereby if a support or technician is downed their equipment is picked up automatically (to avoid some situations outside of a players control where it could be destroyed)
- added a Hungarian translation courtesy of Black-pug
- fixed some issues with player name / head info (not displaying certain characters correctly and not being shown while a player is downed)
- fixed an issue with taking over a bot while it had equipment deployed permanently destroying the equipment (sentry / chest)
- fixed an issue where sniper scope animation wouldn't not longer function if taking over a bot
- adjusted pointmans arm view models
- fixed APC labels not showing player names correctly sometimes

CURE II Demo - B1.0.3

- auto reload system on dry fire (can be adjusted back to manual in controls menu)
- improvements to player models, textures and eyes (for both visuals and performance)
- further optimisations of the zombie materials
- fixed bot control text showing up at the beginning of the mission
- fixed bomb timer continuing to pulse after it hits 00:00
- adjustments to post bomb plant wave difficulty for casual and average
- slight adjustments to forward / bombard spawn distances
- slight increase for minimum wave start time

CURE II Demo - B1.0.2

- Made the 'CURE arrows' blue, and also glow in the dark, to make them more visible

- added the ability for players to take control from a bot when late joining a match (before the bomb is planted)

- Added a sheen to pickups, in order to make pickups more distinct from the rest of the environment

- made bomb timer slightly longer overall + decreased bombard start time with pre slow wave

- adjusted casual / average difficulties during bombard to make them more reasonable for new players

- Removed "Eye Adjustment" mechanics so that things don't suddenly turn pitch black in random spots

- Adjusted lighting and redid certain Time Of Day environments, to improve visuals on lower graphics settings and make the visuals between low graphics and high graphics more consistent

- Adjusted the materials on playermodels to improve their visuals

- Reduced texture sizes and optimized materials on zombies

- Added HUD icons for 45acp and 776x39 ammo types + added them to their respective guns

- fixed a rare crash related to calculating zombie spawns after players have escaped

- made bomb timer bigger overall and much more noticeable during bombard

- increased idle zombie minimum spawn distance

- Russian translation courtesy of Blueberry

CURE II Demo - B1.0.1

- adjusted casual / average difficulties to be slightly less hard/intense
- fixed sentry not being able to detect zombies through other players
- daytime lighting adjustments / reduce sharpness filter
- zombie sound distance adjustments
- fixed a crash related to zombies checking for players after escaping
- added a mid mission next match join prompt
- made it so revive progress does not reset when being picked up
- fixed an issue where servers would not reset themselves properly after the max runtime
- adjusted main path dynaprop activation during map generation