Doctrine Preview on Experimental This Weekend (Dev Report Friday)
[p]Alright everyone, quick report based off Friday in terms of what’s going on.[/p][p]We’re releasing an early preview of some of the Doctrine changes on Experimental going into this weekend, and I highly recommend people jump in and try it out.[/p][p]This is an early drop to let you guys test the mechanics early, find issues, and help us validate performance before the UI goes live.[/p][p][/p][h2]Screenshot contest on Discord![/h2][p]We are doing a screenshot contest for updating our loading screens submit your art here-> Rebuild only![/p][p][/p][p]![]()
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[/p][hr][/hr][h2]🔥 What’s Included in This Experimental Preview[/h2][p]This build adds:[/p][h3]Engineer[/h3]
[/p]
Right now, you can’t do anything with Doctrine points yet.[/p][p]The entire goal this weekend is to run some sessions and see what the actual network cost looks like in real gameplay scenarios as we are spawning them![/p][hr][/hr][h2]🖥️ Doctrines UI Timing[/h2][p]Going into Monday / Tuesday, we’ll get you guys the UI for Doctrines.[/p][p]We’re aiming for Tuesday as the target.
If we get lucky, it might be sooner, but that’s roughly what we’re aiming for.[/p][hr][/hr][h2]📌 What’s In the Doctrine System (2 to 3 Dozen Items)[/h2][p]There’s about two to three dozen items in the Doctrines page, including:[/p][h3]Passives / Economy / Efficiency[/h3]
I’m not saying it’s perfect.[/p][p]There are still:[/p]
What do you actually have to work toward to get an Abrams, an MRS, a Bradley, etc.[/p][hr][/hr][h2]⚙️ Custom Game Options (Coming Next Week)[/h2][p]We’ll still add custom game options so people can customize the experience or cheese progression if they want to.[/p][p]We’re aiming to add a couple additional custom game options next week before we start the save system, to address pressure points like:[/p]
- [p]Turret pets are back and better then ever! (the little deployable turrets from legacy)[/p]
- [p]Can only be built by Engineers and self destruct when their ammo hits 0. [/p]
- [p]Deposable and meant for a quick "shore" up while backup is on the way.[/p][p]
[/p]
- [p]Radio Operator is built from the Barracks[/p]
- [p]Command Truck is built from the Motor Pool[/p]
- [p]Thunderbolt Bombing + Gun run is in[/p]
- [p]MOAB Bomb is in[/p][p]
[/p]
- [p]White phosphorus airstrike is in
[/p]
- [p]AC130 Dragon Gunship is in![/p][p]
[/p]
- [p]Direct Strike is in[/p][p]
[/p]
- [p]Ammo Box drop & Large Ammo Box drop is in[/p]
- [p]Gas airstrike coming Sunday / Monday[/p]
- [p]Effective range you can call in airstrikes are reduced by half when moving![/p][p]
[/p]
- [p]M203 ability[/p][p]
[/p]
- [p]Demo Charge (throwable, very direct AoE blast)
[/p][p][/p]
- [p]Bradley TOW[/p][p]
[/p]
- [p]Increased starting cash from 30k to 50k for Pandemic[/p]
- [p]Adjusted cost of vehicle weapons[/p]
- [p]Stray Ember is disabled for a week while we address really bad pathing issues in that map[/p]
- [p]MLRS now costs 350 less to resupply[/p]
- [p]Cerberus, Abrams, TOWs, and Mortars are 20% more expensive to resupply to account for recent buffs[/p]
- [p]Increased money-on-kill for:[/p]
- [p]Police Infected[/p]
- [p]SWAT[/p]
- [p]Military Officer[/p]
- [p]Blowup Guy[/p]
- [p]Updated MOAB FX[/p]
- [p]Removed Christmas lights from Gas Tower[/p]
- [p]Updated Gate preview meshes and UI icons[/p]
- [p]Fixed various incorrect UI icons[/p]
- [p]Added placeholder airstrike icons from legacy[/p]
- [p]Added UI icons for Dragon Gunship weapons[/p]
- [p]Updated Gunship AOE visualization[/p]
- [p]Fixed Airstrikes visual stacking bug[/p]
- [p]Fixed an issue where Airstrike visibility was getting culled only in gameplay maps[/p]
- [p]Fixed Resupply logic that would block high cost weapons/bullets and only supply primary weapons[/p]
- [p]Motor Pool now supplies helicopters fully[/p]
- [p]Added [c]bSupplyTooLow[/c] to [c]ResupplyComponent[/c] to allow resupply attempts even when Supply has not hit zero, if a resupply attempt failed due to being too expensive (example: MLRS)[/p]
- [p]Minor cleanup to supply math[/p]
- [p]Made amendments to the Armoury so users could not jump out like people in abandoned parkour videos on YouTube[/p]
- [p]Ammo box readded to Hub with new mesh[/p]
- [p]Crash fix: gates being destroyed while closing could cause a crash[/p]
- [p]Fixed infantry gate offset[/p]
- [p]Adjusted razor wire collision[/p]
- [p]Added it so screen messages are hidden by default[/p]
- [p]Fixed various incorrect UI icons[/p]
- [p]Minor UI fixes[/p]
- [p]Fix for Custom Unit Settings not saving latest changes if you hit Return to Game while customizing an enemy[/p]
- [p]Wrapped FormationActor debug sphere call behind a debug bool (should stop magenta spheres for helicopter stuff)[/p]
- [p]Locked HelicopterMovement landing debug sphere behind a debug bool so it will not show up in regular gameplay[/p]
- [p]Fixed Abrams CROWS metadata so it attaches properly to the main cannon instead of the root body[/p]
- [p]Improved damage for:[/p]
- [p]Abrams cannon[/p]
- [p]MLRS cannon/mortar[/p]
- [p]Cerberus cannon/mortar[/p]
- [p]AJAX TOW damage increased to outpace the SMAW[/p]
- [p]Increased smoothbore damage slightly[/p]
- [p]Sabot round balance pass:[/p]
- [p]Reduced damage from 20k to 3k[/p]
- [p]Increased sniper damages[/p]
- [p]Increased vehicle ranges[/p]
- [p]Increased Abrams cannon damage against Juggs slightly[/p]
- [p]Increased sabot damage[/p]
- [p]Cut back some damage to infected structures using the MLRS[/p]
- [p]Fixed brute sliding[/p]
- [p]Standardized some Find Target code in prep for Derek finalizing targeting issues sometimes with Horde objectives(Fixes Melee failing for Horde objectives)[/p]
- [p]Fix for garrisoned units in Guard Towers failing to rotate to certain angles to shoot targets[/p]
- [p]Revamped loading for Call In system[/p]
- [p]Damage and radius pass on call in airstrikes[/p]
- [p]Mule radius decreased to 750 from 1000[/p]
- [p]Ammo crate call in prices adjusted and supply amounts adjusted[/p]
- [p]MOAB balance changes with added DT[/p]
- [p]Added Ammo and Large Ammo crate supply call ins[/p]
- [p]Fixed support callins not working on clients[/p]
- [p]Added vehicle support to airstrike extension[/p]
- [p]Fixed crash:
[c]CepheusProtocol!AStrikeInstance::BeginFireBurst()[/c]
[c]StrikeInstance.cpp:375[/c][/p]
- [p]Added ability for the Radioman to build the Radio Relay[/p]
- [p]Added support for only allowing strikes around his radius or the structures radius[/p]
- [p]Added Radio Tower and further polish to the shops for:[/p]
- [p]Radio Truck[/p]
- [p]Radio Operator[/p]
- [p]Added Radio Truck as buildable under the Light category[/p]
- [p]Initial commit on turret update: “wait to face target before shooting”[/p]
- [p]AI and turret rotation updated to use an internal value in the Weapon instead of relying on the Turret Anim Instance as the authority (except coaxials)[/p]
- [p]Coaxial guns given zero rotation speed so they rely on parent weapon rotation[/p]
- [p]Turret rotation speed/limits moved into Weapon_Base instead of deprecated values in Turret Anim Instance[/p]
- [p]Added initial turret customization and angle-of-fire customization for vehicles to improve turret behavior and visuals[/p]
- [p]Setup initial XP gains from killing infected types and structures[/p]
- [p]Fixed a bug where airstrikes would not grant Doctrine XP[/p]
- [p]Doctrine XP markers are no longer created in cinematic mode[/p]
- [p]Fixed bug report: Engineers getting distracted by repair tasks[/p]
- [p]Initial pass on [c]EngineerRepairMode[/c] ability (functions, needs move target update)[/p]
- [p]Abilities now support [c]AdditionalAbilitiesForOperator[/c], allowing abilities to define extra abilities Operators receive if they pick up that ability from customization[/p]
- [p]Used to give Vehicle Repair to Operators who have Engineer Construction lv1[/p]
- [p]More tweaks to Engineer Repair Mode to make it easier to use in Operator mode[/p]
- [p]Improved Operator mode “cursor over unit shows healthbar” logic to be more reliable[/p]
- [p]Additional fixes to healthbar visibility checks[/p]
- [p]Fixed M2 and Mk19 sentry so they work in gameplay setup UI icons[/p]
- [p]Added support so weapons can destroy themselves when they run out of ammo[/p]
- [p]Added Demo Charge ability to Spec Ops[/p]
- [p]Added support for grenades to have a time display[/p]
- [p]Added widget replication support as needed[/p]
- [p]Added Tilt support to ADS[/p]
- [p]Added backblast Niagara effect support to the AimedAbility bullet ability payload setup[/p]
- [p]Logic fix for helicopter movement “not flying high enough before flying forward”[/p]
- [p]Should resolve most or all remaining cases of flying forward too early when something is in the way[/p]
- [p]Initial pass on Weapon Unlock system for the FactionManager[/p]
- [p]Recruit Popup updated to read this info[/p]
- [p]Replicates properly so clients see options in Recruit Popup[/p]
- [p]Spitter change:[/p]
- [p]Minimum spit range is now 3000uu[/p]
- [p]Max spit range is 4250uu[/p]
- [p]Should force them to come in closer before spitting[/p]
- [p]Removed TimeAPI checks for operator XP weekend events due to unreliability[/p]
- [p]Switched to newer Steam API for getting UTC time from Valve[/p]
- [p]Will need a better solution for EOS[/p]
- [p]Added missing VO barks to all vehicles[/p]
Right now, you can’t do anything with Doctrine points yet.[/p][p]The entire goal this weekend is to run some sessions and see what the actual network cost looks like in real gameplay scenarios as we are spawning them![/p][hr][/hr][h2]🖥️ Doctrines UI Timing[/h2][p]Going into Monday / Tuesday, we’ll get you guys the UI for Doctrines.[/p][p]We’re aiming for Tuesday as the target.
If we get lucky, it might be sooner, but that’s roughly what we’re aiming for.[/p][hr][/hr][h2]📌 What’s In the Doctrine System (2 to 3 Dozen Items)[/h2][p]There’s about two to three dozen items in the Doctrines page, including:[/p][h3]Passives / Economy / Efficiency[/h3]
- [p]Increasing ammo reserves[/p]
- [p]Increasing XP gained from kills[/p]
- [p]Decreasing structure cost by type[/p]
- [p]Infantry[/p]
- [p]Vehicles[/p]
- [p]Helicopters[/p]
- [p]Unlocking weapons[/p]
- [p]Unlocking abilities[/p]
- [p]Unlocking classes[/p]
- [p]Unlocking airstrikes[/p]
- [p]Costs a lot of energy[/p]
- [p]Costs a lot of money to build initially[/p]
- [p]You can build up to 10 globally[/p]
- [p]Find bugs[/p]
- [p]Find issues[/p]
- [p]Help us fix the game in different ways[/p]
- [p]Vehicle pathfinding is better[/p]
- [p]Helicopter pathfinding is better[/p]
- [p]And we’ve pushed it even further on Experimental[/p]
I’m not saying it’s perfect.[/p][p]There are still:[/p]
- [p]Issues to hunt down[/p]
- [p]Performance issues to improve[/p]
- [p]AI bugs to resolve[/p]
- [p]Airstrikes[/p]
- [p]Radio Operators[/p]
- [p]Radio Trucks[/p]
- [p]Radio Command Trucks[/p]
- [p]Relay setups in the field[/p]
- [p]Combat pacing with the new additions[/p]
- [p]How does it feel?[/p]
- [p]How do things play?[/p]
- [p]Do you have suggestions for doctrine passives or upgrades we should look into long-term?[/p]
- [p]Progression loop[/p]
- [p]Game balance[/p]
- [p]Shared progression and long-term scaling[/p]
- [p]Stage 1 → Stage 2 → Stage 3[/p]
- [p]XP rates in Stage 1 → chained into Stage 2 → chained into Stage 3[/p]
- [p]Ammo upgrades and gas efficiency upgrades can start in Stage 1 and reach full potential in Stage 3[/p]
- [p]Play them[/p]
- [p]Experience them[/p]
- [p]See how they felt[/p]
What do you actually have to work toward to get an Abrams, an MRS, a Bradley, etc.[/p][hr][/hr][h2]⚙️ Custom Game Options (Coming Next Week)[/h2][p]We’ll still add custom game options so people can customize the experience or cheese progression if they want to.[/p][p]We’re aiming to add a couple additional custom game options next week before we start the save system, to address pressure points like:[/p]
- [p]“I want to start with all doctrine points”[/p]
- [p]“I want to increase the rate I gain doctrine XP”[/p]
- [p]Experimental doctrine preview testing[/p]
- [p]Airstrikes, relay systems, new abilities, and network-cost testing for XP[/p]
- [p]Doctrine UI goes live[/p]
- [p]Full list of doctrine items revealed[/p]
- [p]Start work on the save system[/p]
- [p]Deliver a functional save system[/p]
- [p]Last week of January is bugs, quality of life, and cleanup[/p]
- [p]February is Operator polish and minor improvements in the start thennnnn! Civilian Evac see next section![/p]
- [p]What you loved about Civilian Evacuation[/p]
- [p]What you hated[/p]
- [p]What you want to see improved[/p]