Patch Notes - May 28 Public Testing Branch (version 0.7.22)
[h2]May 28, 2020 Patch Notes (PTB version 0.7.22)[/h2]
Hello CERC Recruits!
A couple of notes before we dive into this Public Test Build update:
We are aware of the pink buildings you might see in the map - a fix should be out tomorrow or so. As you may have seen, we've been releasing patch updates for the public testing build as we're testing things out and ensuring we don't break anything in the main game build.
Major Change:
- Horde System: The infected now might launch up to 10 different attacks to one location or an attack on 10 different locations. The number will increase as their army grows - every 250 infected allows them to use one more pod. So if you have 1000 infected, they can launch from 4 pods.
This will definitely keep you on your toes and you will have to watch yourself from every direction. They will no longer attack in a straight line from only one direction. Good luck out there recruits!
Patch Notes
-New, better optimized grass.
-Gun texture fixes.
-Override of line of sight logic to allow player units to truly see through one another.
-Added logic to make characters automatically reload if they hit 0 ammo (rather than if they try to shoot when they hit 0).
-Initial attack move commit.
-Improved horde logic to no longer 'prune' the number of attacks based on the number of targetable areas.
1)Made the horde logic 'loop through again', instead, to spawn additional attacks from other owned nodes: attacks from multiple nodes can 'stack' on a single target now (priority is to hit as many different nodes as possible, but if there are enough infected, an infected post can target a command post that another infected post is already targeting).
2)Also added in logic to fix an issue with horde controllers not sending out an attack command to their spawned infected if there's not enough room (or not enough infected) for a full wave.
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!
Hello CERC Recruits!
A couple of notes before we dive into this Public Test Build update:
We are aware of the pink buildings you might see in the map - a fix should be out tomorrow or so. As you may have seen, we've been releasing patch updates for the public testing build as we're testing things out and ensuring we don't break anything in the main game build.
Major Change:
- Horde System: The infected now might launch up to 10 different attacks to one location or an attack on 10 different locations. The number will increase as their army grows - every 250 infected allows them to use one more pod. So if you have 1000 infected, they can launch from 4 pods.
This will definitely keep you on your toes and you will have to watch yourself from every direction. They will no longer attack in a straight line from only one direction. Good luck out there recruits!
Patch Notes
-New, better optimized grass.
-Gun texture fixes.
-Override of line of sight logic to allow player units to truly see through one another.
-Added logic to make characters automatically reload if they hit 0 ammo (rather than if they try to shoot when they hit 0).
-Initial attack move commit.
-Improved horde logic to no longer 'prune' the number of attacks based on the number of targetable areas.
1)Made the horde logic 'loop through again', instead, to spawn additional attacks from other owned nodes: attacks from multiple nodes can 'stack' on a single target now (priority is to hit as many different nodes as possible, but if there are enough infected, an infected post can target a command post that another infected post is already targeting).
2)Also added in logic to fix an issue with horde controllers not sending out an attack command to their spawned infected if there's not enough room (or not enough infected) for a full wave.
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!