Patch Notes - April 29
[h2]April 29, 2020 Patch Notes[/h2]
-Audio Options are now properly saved and will re-apply their values upon reopen.
-Build Version has been added to the main menu for troubleshooting reasons.
-Spitter and Blowup ragdolls have been adjusted to not deform upon dying.
-Dialogue has been added to CERC Helicopters for when they fly over the island.
-Launch Splash and Start Menu icons have been adjusted.
-Culling Method has been adjusted for better performance.
-Boats along the Marina have had their collision disabled to stop them from intercepting mouse clicks.
-Crashes should include proper call stacks now.
-UI has been adjusted for better scaling - it should no longer clip/break into the command window for 1K resolutions and above.
-More options are on the way for resolutions (it's dynamic now) based on what the player's monitor actually supports.
-Various LOD and Mesh Optimizations across the island.
-Chelsey's retreat threshold reduced to make it easier when starting new game. First she'll flee when the player does 25 damage, the next time player encounters her it'll take 30, and increase by 5 each time.
-Chelsey's Upgrade time for leveling up a zone doubled.
-Chelsey's idle time doubled.
-Increased distance as to how far Chelsey flees.
-Bounties adjusted so they always give money upon completion.
-Defense Teams should no longer get stuck and be unable to walk through zones player owns.
-Adjusted Zone markers for the bridge and updated it so Defense teams can no longer bug out on it.
-Vaccine button moved to the command window.
-Barracks will no longer make the "Resupply Ammo" button appear above character heads.
-Gas Masks and Sonar removed.
-Draw bridge play area tweaked to better fit its placement.
-Various bugged out corpses replaced with fixed variants across the island.
-Draw Bridge Optimization pass for vertexes.
-Save System is passing certification by Devs internally and will be enabled in 2-3 days. After this, we'll continue bug fixing and working on various adjustments ahead of Early Access launch and beyond based on the feedback we've been gathering from our QA team.
-Audio Options are now properly saved and will re-apply their values upon reopen.
-Build Version has been added to the main menu for troubleshooting reasons.
-Spitter and Blowup ragdolls have been adjusted to not deform upon dying.
-Dialogue has been added to CERC Helicopters for when they fly over the island.
-Launch Splash and Start Menu icons have been adjusted.
-Culling Method has been adjusted for better performance.
-Boats along the Marina have had their collision disabled to stop them from intercepting mouse clicks.
-Crashes should include proper call stacks now.
-UI has been adjusted for better scaling - it should no longer clip/break into the command window for 1K resolutions and above.
-More options are on the way for resolutions (it's dynamic now) based on what the player's monitor actually supports.
-Various LOD and Mesh Optimizations across the island.
-Chelsey's retreat threshold reduced to make it easier when starting new game. First she'll flee when the player does 25 damage, the next time player encounters her it'll take 30, and increase by 5 each time.
-Chelsey's Upgrade time for leveling up a zone doubled.
-Chelsey's idle time doubled.
-Increased distance as to how far Chelsey flees.
-Bounties adjusted so they always give money upon completion.
-Defense Teams should no longer get stuck and be unable to walk through zones player owns.
-Adjusted Zone markers for the bridge and updated it so Defense teams can no longer bug out on it.
-Vaccine button moved to the command window.
-Barracks will no longer make the "Resupply Ammo" button appear above character heads.
-Gas Masks and Sonar removed.
-Draw bridge play area tweaked to better fit its placement.
-Various bugged out corpses replaced with fixed variants across the island.
-Draw Bridge Optimization pass for vertexes.
-Save System is passing certification by Devs internally and will be enabled in 2-3 days. After this, we'll continue bug fixing and working on various adjustments ahead of Early Access launch and beyond based on the feedback we've been gathering from our QA team.