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Codename CURE News

CURE BETA - Update 2.0b

CURE BETA - Update 2.0b
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The beta branch for Codename CURE has been updated, for details on how to opt-in to this version please see this guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=580567274



Changes in this version (since live branch 1.3.1):
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Features:
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Player and weapon skins and skin selection system (via "CURE Options" menu)
- With 10 player skins per class and 3 weapon skins per weapon
- Bots randomly select skins

Added PSG1 Sniper rifle zombie penetration
- compensated with very slight nerf to fire rate / hip fire accuracy

HQ remakes/re-imaginings of Office and Bunker
- With the other official maps to come on full release

New survival map csv_forest

Steam Workshop Support!!! (Beta)
- Allows for users to upload and share content with the community
- To access the beta workshop please join the following steam group https://steamcommunity.com/groups/codenamecure
- Please see below guide for workshop operation instructions
http://steamcommunity.com/sharedfiles/filedetails/?id=775363373

A new teamkill autokick system (in an effort to stampout/reduce tk trolls)
- Uses a strike system with a cooldown timer
- Server semi-adjustable via sv_autokick_strikes, sv_autokick_cooldown (within a limited range)
- Servers can set some exemptions via steam id's (e.g. for admins/vips)
- Can only be fully disabled by disabling friendly fire all together (via mp_friendlyfire)

Added a martyrdom mechanic
- Where if a player dies whilst holding a grenade they will drop a primed grenade

New animations for runner and walker zombies
- Added ability for zombies to jump in certain places

New game soundtrack
- Based on Ghosts (courtesy of Nine Inch Nails)
- If however you prefer the original soundtrack (composed by yours truly ^.^) there is a workshop item that restores it

Added ability for bots to traverse ladders
- Providing info_node_hint's with jump overrides (up and down) are placed near to info_ladder_dismount points

Cinematics for escape vehicles (for bomb escape mode)
- With NPC vehicle drivers for both Helicopter and APC vehicles

Moved weapon ironsight values to unencrypted text files
- to allow workshop mods for weapon models to have custom ADS settings
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Tweaks/Fixes:
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Revamped fire sounds for all weapons

Fire grenades optimisation
- To help improve fps drops caused by number of flame entities

Nerfed female zombie attack speed

Buffed fiveseven reload time

Fixed bots not interacting with survival crates correctly

Added GUI setting for aim down sight toggle/hold (via "CURE Options" menu)

Fixed a potential infinite melee loop when picking up a chest/sentry and using melee

Fixed spectators being able to poltergeist map objects (such as doors/buttons)

Fixed zombies spawning behind some translucent objects

Fixed an issue where players could pick up the wrong type of grenade from dead players

Fixed an issue with death cam allowing roam, which can cause respawn problems

Fixed seeing player names in the wrong location during cinematic escape

Fixed an exploit involving a desk on csv_neighbourhood
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Patch 25/11/16:
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Added HQ remake of survival map House!

Tweaked some visual aspects of Neighbourhood to bring into line with newer maps
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Patch 30/11/16:
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Fixed VIP lists not displaying correctly in scoreboard

Amended all current official revamped maps, to improve navigation spawning and remove certain exploits (Bunker, Office, Forest, House, and Neighbourhood)

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Patch 08/12/16:
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Fixed VIP lists not always picking up every player (depending on when they join the server)

Separated out weapon sound scripts so modders replacing weapon models can have custom sounds.

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Patch 22/12/16:
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Added new achievement “Lumberjack” for the Forest survival map

Added Forest to the list of official maps other survival achievements can be gained on

Some balance tweaks to survival mode
- slightly reduced the chance of soldiers spawning, slightly increased the chance of runners dropping items (both mostly in later waves)

Improvements to weapon file encryption

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Be sure to post any problems (or praise) in the feedback section of the forums, remembering to mark it as beta. GLHF ;)

Happy Birthday CURE!

The 17th of July marks Codename CURE’s first year on steam (via early access). Although there is no official update currently ready for public release, I would like to post a progress update of the most notable events/milestones from first release to now, along with some information and media of what’s currently being worked on.

In the year that CURE has been released on steam, it has accumulated over 1.2 million activations, and has gained over 80% positive user feedback, something I am extremely flattered by and grateful for, which has inspired me to continue to work on / support the game thus far. I would like to say a huge thanks to those members of steam community who have enjoyed their time playing so far and rated it up.

Since the games original release it has had received several updates, to fix issues, balance gameplay, and add additional features, some of the more notable examples to date include the addition of:
  • A new gamemode “Survival”, in which players need to survive infinitely increasing waves of zombies, gaining new weapons as they go along.
  • A training mode to help introduce new players to the games mechanics.
  • An in-game vote system, for kicking abusive players, or changing the difficulty / maps.
  • Official maps e.g. trainstation/house/neighbourhood.
  • New bots built from the ground up, to play the game more effectively, co-operating with players either playing solo or filling empty slots in servers.

The game also held a very successful beta / feedback program in both January and March, for the development of the new bot AI. This development was done as a part of my final year project / dissertation at university. For this work I received a First class result, and have consequently been selected to receive the “Microsoft Prize” later this month, both of which I am honoured with and very proud of. Over 300 members of the CURE player base participated in the feedback surveys, and I am extremely grateful to them for their feedback, suggestions and help in validating my work.

Last but by no means least, I would like to mention Jackerino; who started working on the project with me officially in January, and has since made great strides with the games graphical fidelity. He is currently heading up cartography (mapping), player/weapon skins, animation, and generally anything cosmetic. Many of the graphical improvements you will see in the next update (release TBD) are as a result of his hard work, and I cannot thank him enough.

As that wraps up everything so far, let us look to the future of the game. Currently we (myself and Jackerino) are working on a number of features / changes including:
  • High quality remakes of all current official maps
  • Cinematic vehicle escapes
  • Skins for weapons / players
  • Skin selection system
  • New zombie animations

Some of these items are near completion (see screenshots below), others we are still working on, however there will likely be some form of beta testing for these items (again release TBD) before moving onto our final set of goals. These will likely be:
  • New original official maps for current gamemodes
  • Additional cosmetic work including an updated trailer and capsule/logo images
  • Workshop support (most likely for custom maps or cosmetic mods)

With the plan being the above additions will constitute a final release (i.e. coming out of early access), however all the items in this list are work in progress and potentially subject to change. If you would like to keep up to date with what we are working on, you can find mine and Jackerino’s progress lists here: http://steamcommunity.com/app/355180/discussions/0/361787186438772478/ and here: https://steamcommunity.com/app/355180/discussions/0/361787186434830809/ respectively.

And with everyone fully updated, happy birthday CURE!

CURE Live Update s1.3.1

A live update to Codename CURE has been released

***SERVER ADMINS WILL NEED TO UPDATE ASAP***

Changes in this version (since s1.3):

Features:
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Introduced player vote kick temporary ban
- When a player is kicked by the vote kick option, they will have an automatic 5 minute ban period, where they cannot simply re-join the server straight away (server admins can adjust this time via sv_kickbantime)

Engine update – bringing back into line with CS:S / TF2 / HL2DM branches (again)
- Fixed some potential security issues
- Fixed an exploit that could be used to crash dedicated servers
- Added master server version / patch number support (servers versions can now be differentiated between in the master server browser i.e. outdated servers should no longer show up)
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CURE Live Update s1.3

A live update to Codename CURE has been released

***SERVER ADMINS WILL NEED TO UPDATE ASAP***

Changes in this version (since s1.2.1):

Features:
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BOTS! New friendly AI created from the ground up, featuring:
- Ability to play as every class
- Use of equipment such as sentry/chest/survival resupply
- Enhanced path finding
- Improved door/elevator/vehicle/obstacle detection
- Item / survival chest collection
- Bot names text file based

Survival chest overhaul
- Weapons are now randomised at wave end time, showing players exactly which weapon they will receive
- Adjustments to what weapons will be received in each round, with increased likelihood to get primaries one wave earlier

Aim down sight (ADS) overhaul
- Increased speed of ADS
- Improved network performance / prediction
- Added option for player to select between hold and toggle (via cl_adstoggle cvar)
- Fixed holding in toggle mode flicking in and out of sights
- Fixed visible sniper view model whilst scoped

Introduced support for Valve Anti Cheat (VAC)

Added Hungarian translation courtesy of: JackStillAlive

Added Brazilian (Portuguese) translation courtesy of: Carb0n

Changed credits menu item to use the steam overlay browser
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Fixes/Tweaks:
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Minor tweaks to all official maps (mostly nav based for new bots)

Fixed first person deathcam glitch

Fixed some exploits of both csv maps

Fixed sniper zoom level change bug

Fixed 2048 kills scoreboard bug

Bot fixes
- Fixed trying to collect ammo through invisible walls
- Tweaked collection / follow priority to reduce indecisiveness
- Improved dual pistol accuracy
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CURE BETA - Update 1.3b (and bot feedback CLOSED)

The beta branch has been updated with a new version of the game for testing, for details on how to opt-in to this version please see this guide:

http://steamcommunity.com/sharedfiles/filedetails/?id=580567274
The bot feedback form is now closed, thank you to everyone who has participated.

Part 2 of the bot feedback form will also be taking place for new prototype bots (see below), the feedback form is accessible in-game via the "RATE THE NEW BOTS!!!" menu item... please remember to try out the new bots in a number of scenarios before completing the form

Changes in this version (since live branch s1.2.1):

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BOTS! New prototype friendly AI created from the ground up, featuring:
- Ability to play as every class
- Use of equipment such as sentry/chest/survival resupply
- Enhanced path finding
- Improved door/elevator/vehicle/obstacle detection
- Item collection

Minor tweaks to all official maps (mostly nav based for new bots)

Added Hungarian translation courtesy of: JackStillAlive

Added Brazilian (Portuguese) translation courtesy of: Carb0n

Changed credits menu item to use the steam overlay browser

Fixed first person deathcam glitch

Fixed some exploits of both csv maps
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