Patch Notes - April 30
[h2]April 30, 2020 Patch Notes[/h2]
-Lowered shredder round DNA cost to 250 (these are the only rounds that can be used to defeat Patient Zero).
-Added a main mission tracker to the Master for showing progress towards victory:
1) Build phase 2
2) Build phase 3
3) Build command center
4) Purchase shredder rounds
5) Kill Chelsey
-Added a side mission to remind player to capture command posts.
-Adjusted HUD to make room for missions.
-Updated loading logic to properly re-initialize the base volume if a CERC building is in it, so player won't have to build a second one.
-Various Texture sizes reduced to help with optimization.
-Fixed spawn nodes 'time leveling up' in the Master, since Chelsey should be the only one to do that.
-Added logic to Chelsey's DPS flee:
1) She now will flee to an owned command post that still has active spawn node spawning (i.e. player hasn't cleared out infected's ability to spawn there) so she has backup to protect herself.
2) On reaching her flee target, she will turn off her inability to fight, so if player chases her, she will have effectively fallen back to a fortified position to re-engage the player from.
3) Also on reaching her location, she will enter a 'command post break', overriding her current flee timer.
This way the player will still have some time before she comes back online, even if she was close to a base when she fled, if the player didn't follow her after chasing her off.
-Updated DetectionSphere to be a separate actor from the player units (since it was counting as part of their overlap, causing players to 'get hit' by melee attacks that weren't nearby), and only spawn it on Military units that have team logic enabled.
-Physics assets for special infected updated.
-Updated Chelsey's DPS Flee logic to effectively shut off when shredder rounds unlock (her threshold and count both get set to 9999, making DPS-fleeing mathematically impossible)
-Added new Chelsey 'low priority' logic:
1)InfectionZones can now be marked as low priority.
2)Chelsey, if she decides against a high priority target (75%+ chance, if any available), will do a low roll (5% chance) for going for low priority, if any low priority targets available.
If that succeeds, she still has to see if she wants to fortify something she already owns, first, and if that roll succeeds she still won't go for a low priority target.
In summary, she's very unlikely to go for low priority zones, but it's still possible.
-Reworked Grid4 motels.
-Grid 3 clean-up
-More LOD materials for further optimizations.
-Lowered shredder round DNA cost to 250 (these are the only rounds that can be used to defeat Patient Zero).
-Added a main mission tracker to the Master for showing progress towards victory:
1) Build phase 2
2) Build phase 3
3) Build command center
4) Purchase shredder rounds
5) Kill Chelsey
-Added a side mission to remind player to capture command posts.
-Adjusted HUD to make room for missions.
-Updated loading logic to properly re-initialize the base volume if a CERC building is in it, so player won't have to build a second one.
-Various Texture sizes reduced to help with optimization.
-Fixed spawn nodes 'time leveling up' in the Master, since Chelsey should be the only one to do that.
-Added logic to Chelsey's DPS flee:
1) She now will flee to an owned command post that still has active spawn node spawning (i.e. player hasn't cleared out infected's ability to spawn there) so she has backup to protect herself.
2) On reaching her flee target, she will turn off her inability to fight, so if player chases her, she will have effectively fallen back to a fortified position to re-engage the player from.
3) Also on reaching her location, she will enter a 'command post break', overriding her current flee timer.
This way the player will still have some time before she comes back online, even if she was close to a base when she fled, if the player didn't follow her after chasing her off.
-Updated DetectionSphere to be a separate actor from the player units (since it was counting as part of their overlap, causing players to 'get hit' by melee attacks that weren't nearby), and only spawn it on Military units that have team logic enabled.
-Physics assets for special infected updated.
-Updated Chelsey's DPS Flee logic to effectively shut off when shredder rounds unlock (her threshold and count both get set to 9999, making DPS-fleeing mathematically impossible)
-Added new Chelsey 'low priority' logic:
1)InfectionZones can now be marked as low priority.
2)Chelsey, if she decides against a high priority target (75%+ chance, if any available), will do a low roll (5% chance) for going for low priority, if any low priority targets available.
If that succeeds, she still has to see if she wants to fortify something she already owns, first, and if that roll succeeds she still won't go for a low priority target.
In summary, she's very unlikely to go for low priority zones, but it's still possible.
-Reworked Grid4 motels.
-Grid 3 clean-up
-More LOD materials for further optimizations.