Patch Notes - May 27 (version 0.7.20)
[h2]May 27, 2020 Patch Notes (version 0.7.20)[/h2]
Keep in mind this patch is currently under testing on the Public Testing beta! It should be live within a day or so! Feel free to hop in and give it a go!
- Major engine overhaul from 4.22.3 to 4.25 (brings destruction and a bunch of optimizations to the engine itself).
- Vulkan and Directx 12 are still experimental for now (here be dragon's!).
- Command Window selection bugs resolved.
- Selecting a CP post will now remove the Patrol and other misc. unit buttons. You'll see more of this as we remove unnecessary information when you select buildings that have no need to show such graphics.
-Dynamic Lighting optimization passes.
- Fixed sandbag and barbed wire not being destructible.
- Gamma calibration window added to first launch and configurable from settings (basically brightness adjustment). This will help for any players that had a very dark screen at night.
- Increased arrow size on unit cards based on user feedback.
- Doubled the spawn rate of samples in recruit mode to balance out the reduction in infected so its less of a grind.
-Dozens of meshes across the level optimized and tweaked for better performance.
- HLODS updated across the island.
- Foliage wind effects adjusted so they weren't as expensive when you zoom the camera out.
- Navigation optimization to stop infected from being able to spawn on objects I.E low level walls and rocks.
- Fixed an issue that would break the reload ammo keybind preview in the command window.
- LODS were tweaked to make them more aggressive across the island.
- Touched up the text to remove any kinda blurriness on the player HUD.
More fixes are on the way over the next few days stay tuned!
ICYMI:
As we move closer to completing the first stage of our Road Map, we're glad to announce that major changes were implemented in terms of bug fixes and stability. In most cases players should see a 50-60% decrease in load times and a huge drop in RAM utilization. We are still actively working in areas where the FPS drops 10-15 frames and are confident we will have them fixed within the next week.
We hear you guys and in the next few days we will write an article on Indiedb outlining all the community changes that will added to the game within the next few weeks based on your feedback. A lot of them have a focus on replayability, quality of life, and set the stage for the upcoming Factions update in the next few months. We're also happy to announced that Autoloaders are coming very soon for turrets as an optional upgrade!
Our Discord will also be getting a revamp in terms of roles for people that don’t want to always get pinged by “everyone" tags and we'll be searching for Moderators in the coming days. We'll post a Google form application for anyone interested in being more involved with our team and the game. Mods will help us look at every piece of feedback so we don't miss anything.
Until next time, good luck in Treasure Island!
Keep in mind this patch is currently under testing on the Public Testing beta! It should be live within a day or so! Feel free to hop in and give it a go!
- Major engine overhaul from 4.22.3 to 4.25 (brings destruction and a bunch of optimizations to the engine itself).
- Vulkan and Directx 12 are still experimental for now (here be dragon's!).
- Command Window selection bugs resolved.
- Selecting a CP post will now remove the Patrol and other misc. unit buttons. You'll see more of this as we remove unnecessary information when you select buildings that have no need to show such graphics.
-Dynamic Lighting optimization passes.
- Fixed sandbag and barbed wire not being destructible.
- Gamma calibration window added to first launch and configurable from settings (basically brightness adjustment). This will help for any players that had a very dark screen at night.
- Increased arrow size on unit cards based on user feedback.
- Doubled the spawn rate of samples in recruit mode to balance out the reduction in infected so its less of a grind.
-Dozens of meshes across the level optimized and tweaked for better performance.
- HLODS updated across the island.
- Foliage wind effects adjusted so they weren't as expensive when you zoom the camera out.
- Navigation optimization to stop infected from being able to spawn on objects I.E low level walls and rocks.
- Fixed an issue that would break the reload ammo keybind preview in the command window.
- LODS were tweaked to make them more aggressive across the island.
- Touched up the text to remove any kinda blurriness on the player HUD.
More fixes are on the way over the next few days stay tuned!
ICYMI:
As we move closer to completing the first stage of our Road Map, we're glad to announce that major changes were implemented in terms of bug fixes and stability. In most cases players should see a 50-60% decrease in load times and a huge drop in RAM utilization. We are still actively working in areas where the FPS drops 10-15 frames and are confident we will have them fixed within the next week.
We hear you guys and in the next few days we will write an article on Indiedb outlining all the community changes that will added to the game within the next few weeks based on your feedback. A lot of them have a focus on replayability, quality of life, and set the stage for the upcoming Factions update in the next few months. We're also happy to announced that Autoloaders are coming very soon for turrets as an optional upgrade!
Our Discord will also be getting a revamp in terms of roles for people that don’t want to always get pinged by “everyone" tags and we'll be searching for Moderators in the coming days. We'll post a Google form application for anyone interested in being more involved with our team and the game. Mods will help us look at every piece of feedback so we don't miss anything.
Until next time, good luck in Treasure Island!