2025.2.13.1 β Pandemic Save UI Live + Pathfinding AMA Tonight
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[/p][h2]Developer Update This Week[/h2][p]Second pass of the Pandemic Save System is now live on all branches, including the full Save and Load UI.[/p][p]The first pass went live last Friday through a console command. This update moves saving and loading into a proper UI across all branches so everyone can use it normally while we continue hardening the flow.[/p]
[/p][p]We will have more to share on Saturday during CERC HQ as we continue pushing toward Civilian Evacuation mid to late February.[/p][p]![]()
New Operator Skin for Honzo Lee called Urban[/p][h2]Patch Notes[/h2][p]Also in this patch[/p][p][dynamiclink][/dynamiclink][/p]
- [p]Save + Load UI is live on all branches[/p]
- [p]Load menu shows which Custom Game Options were used for each save so you can tell runs apart[/p]
- [p]Configurable autosave intervals are now in[/p]
- [p]The system keeps the most recent 3 saves you can configure this[/p]
- [p]We are actively hunting down Save and Load bugs as they are reported[/p]
- [p]Engineer is getting a LAW added to help address T1 counters against the Juggernaut. More details on this soon![/p]
- [p]Sparrow is gaining a hellfire missile in the next week that will allow you better counter juggernaut's in T1[/p]
- [p]P90 (SMG) and HCAR (LMG) are both in the game now[/p]
- [p]You can start leveling SMG and LMG progression to unlock and use them[/p]
- [p]We are continuing at 1 to 2 weapons per week through February to finish the Operator from a base weapon standpoint. They still need refinement and polish after Civilian Evac[/p]
- [p]The programmers will not be playing[/p]
- [p]You must share your screen live and reproduce the issue or load a save[/p]
- [p]Screenshots will not be accepted[/p]
- [p]Fixed drivers not getting XP from vehicles they are controlling[/p]
- [p]Also tripled unit leveling requirements for all units outside Operator[/p]
- [p]Save improvements and new coverage:[/p]
- [p]Rallypoint save and load is in[/p]
- [p]Host only saves this data for now, but it is structured to support other players later[/p]
- [p]Zones now save and load their last population count[/p]
- [p]Ammobox save and load fixes[/p]
- [p]No more floating ammoboxes[/p]
- [p]Parachutes should despawn properly, or fall and disappear on load[/p]
- [p]Rallypoint save and load is in[/p]
- [p]Save and Load menu improvements:[/p]
- [p]Overwrite in place behavior fixed when selecting an existing save and confirming overwrite[/p]
- [p]Cleaned up overwrite logic when Create Save uses an existing name[/p]
- [p]Custom infected options display now shows disabled enemies[/p]
- [p]Text formatting improvements for displaying custom unit settings[/p]
- [p]Started on unit custom settings reader[/p]
- [p]Added a dedicated hovertip button on Load to list custom unit settings in that save[/p]
- [p]Additional UI cleanup, including focus fixes and scaling improvements for thin resolutions[/p]
- [p]Fixed a bug where loading a game could cause the UI to steal focus and leave you unable to control the game after loading[/p]
- [p]Custom game options display initial pass:[/p]
- [p]Only detects options on saves made after this update[/p]
- [p]Older saves still work, but custom options will not be detected for display until you save again[/p][p]
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- [p]Autosave improvements:[/p][p]
[/p]
- [p]Autosave count is now customizable in the options widget and properly respected[/p]
- [p]Autosave timer dynamically adjusts if you change the interval mid game[/p]
- [p]Initial autosave system pass is in[/p]
- [p]Runs on host only[/p]
- [p]Unit Group Widgets now populate at game start and no longer disappear when a group goes empty. Previously the group boxes would not appear until you manually created a group, which caused confusion and led some players to think a grouping system did not exist. The interface is now visible from the start so it is clear that grouping is available. As always use CTRL + number key to group any selection of units[/p][p]
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- [p]Save list sorting: Save and Load list can now sort by timestamp and is now ordered by save date properly[/p]
- [p]Queue attack order[/p]
- [p]Call in system (airstrikes and support)[/p]
- [p]Reload status for animation catchup[/p]
- [p]Tow[/p]
- [p]Grenades[/p]
- [p]Flare[/p]
- [p]Cloak[/p]
- [p]Stun system[/p]
- [p]Hit reaction (TBD)[/p]
- [p]Cone of fire ability[/p]
- [p]Delayed grenade explosion save support[/p]
- [p]Save other player data (rally points)[/p]
- [p]Save Operator data for clients for reloading them (after saving basic other player data)[/p][p][/p]
- [p]Finalizing remaining Pandemic save support, specifically transient gameplay objects[/p]
- [p]Cleaning up any remaining edge cases surfaced by live usage[/p]
- [p]Locking down save stability so it becomes a dependable baseline going forward[/p]
- [p]Pathfinding improvements and fixes[/p]
- [p]Bug fixing across Pandemic and core systems[/p]
- [p]Small quality of life changes that improve flow and usability[/p]
ποΈ Next CERC HQ β Livestream Details
[p]π When: Weekly Saturdays β 3 PM EST (New Time!)[/p][p]πΊ Where to Watch:[/p]- [p]YouTube Livestream[/p]
- [p]Discord Server[/p]
- [p]Steam Page[/p]
- [p]Co-op Progress[/p]
- [p]Total Revamp based on Community Feedback[/p]
- [p]Level Design Updates[/p]
- [p]YouTube VOD Playlist[/p]
- [p]Spotify Podcast Archive (VODs may take 24 hours to appear)[/p]