The Pathfinder Update Fix #2 - 0.7.120
Letter from the Producer #1
https://steamcommunity.com/games/979640/announcements/detail/2970672485634875929
This build will require a new save file we added the old build as a "beta" tab for those wanting to finish their current games. 0.7.119
[h2]The Pathfinder Update Further fixes - 0.7.120 All builds[/h2]
- Tab following bug resolved
- Also updated the spawning of the Decal3D and CameraFollowComponent to utilize the unit's scaled capsule half-height, for units that may be scaled differently
- Adjusted Shop logic to make the Capture Truck's shop array have the 'medical/ammo tent' selections occur after the units
- Updated the hovertip for the Medical/Ammo Tents
- Also updated how the 'title' of hovertips for building construction from a shop are acquired by updating the Base_GameState's 'get building name' logic to return the DisplayName value from the BuildingStats, rather than checking against a hardcoded switch
- Added Multiple fire animations to all guns for more variation
- Fixed a flaw with infected 'pod construction logic', and used this improvement to also encourage infected who have pods to construct to be more motivated to finish their pod
- New Minimap Images
- Created basic 'FalloffSafetyVolumes' that only work on unrendered units for now (to stop infected who are unrendered and thus 'updating' more slowly from 'going too far' off of ledges)
- Applied these to interior bodies of water on Treasure Island South - seems to work well.
- Filtered out Leviathans from the new FalloffSafetyVolumes to make them more efficient moving
- Updated FalloffSafetyVolumes to be children of the NavModifierVolume (so they can double-duty and block nav too)
- Fixed the Treasure Island map's navmesh bounds not encompassing the new power plant
- Added new Falloff Safety to the Power Plant on one of the cliff faces (moved to Zone 0 Nav to not conflict with Myles's update, he'll fix it back to where it should be)
- Fixed a nav issue in the Treasure Island master
- Marked the Horde-related custom game settings to be 'CURRENTLY DISABLED' in their hovertips
- Added basic Chelsey Lieutenant logic with basic Mercer Radius class and Hive, that are less impressive than Chelsey's own
- New icons added to represent Chelsey/LT's
- Clearing of Vehicles added
- Chelsey's LTs have logic to ensure they don't use Chelsey's voicelines
- Added basic logic to allow dynamic scaling of melee radius+range by unit scale (so these bigger units can swing more easily and not get 'stuck' trying to get closer).
- Also added logic to make Chelsey/LTs clear their boss healthbar on their death
adjusted navigation mesh size - Updated Infected's melee cooldown to be removed when attacking civilians (to speed up their effectiveness in infecting the 'still' civilians when the player isn't watching)
- Updated LOD 3 of most human characters to remove more bones (they didn't have a bone removal list) Improves performance
- Boosted Chelsey and the LT's Minimap Icon Size (from 20 to 40)
- Disabled Tick on all UI except the Tutorial Screen to improvement performance
- some minor optimizations in to the Unit Card and Unit Group widgets
- Made the medical truck's radius sphere hidden at all times (this is the actual gameplay sphere, which was cluttering the level appearance in editor)
- Resolved a loading issue where loaded Spawn Pods would, on reaching max health, summon up to one additional spawn pod in their area (resulted in 'extra' pods appearing when loading, in areas where they shouldn't be)
- New StationaryMeleeMontages array added. If a unit is stationary and tries to melee, while there are StationaryMeleeMontages available, the character will perform one of these.
- While performing a StationaryMeleeMontage, the unit's movement will be frozen.
- The old reload duration values are still there for things that don't have a direct animation (such as Cerberus 105mm)
- Has 'reload interruption' logic loop: if reload gets interrupted by some other montage, character will check for when they finish playing any current montages in order to restart the reload montage
- Updated the base AIController's 'face point after moving' logic to be ignored if the unit is in combat and the 'face direction' is not enforced
(this is to fix an issue where units sometimes 'flip' 180 degrees during combat, then immediately turn back with a turn anim) - Fixed the 'duplicate Chelsey' in the Treasure Island only map (she was still pre-placed for the old pre-Lieutenant system)
- Minor optimizations to driver/ancillary vehicle meshes
- Boosted 'not visible tickrate' values for Infected+Civvies from .4-.49 to .5-.59 (doesn't seem to cause falling-off at that level, maybe could go higher)
- Added 'visible to player but still not rendered' layer to movement component optimization, currently set to an interval of 5-6 ticks for infected+civvies (so if you're not looking at something but it's technically visible to the player, it'll still be a little less expensive)
- Vehicle reduction 60%-70% across the maps for excessive clutter
- increased street light render distance 15000 > 50000.
- Updated the construction of Medical/Ammo tents: so they are built in place
- Added new logic for AutoConstruct to.. automatically construct, and not allow the player to right-click on the auto-construct to assign new builders
- Updated saving/loading of constructs and buildings to allow constructs to be registered as 'Dependent' on a building (so if you save while a tent is auto-constructing, it won't 'forget' that its source is the Capture Truck, and thus remain up in the world if the Capture Truck is removed)
- Added logic to hide the call ins when starting a new game on the Zone 0 or Open World Master
- The game will now pause when Select Location pops up (after some initialization logic in it has run, in order to ensure you can see infection areas)
- Updated fire-damage dealing to respect the firestarter and give them credit (EXP, etc.) for the kill if something dies from said fire damage
- Trimmed down an issue w/ FindFloor optimization that caused units to get 'stuck' on sidewalks
- Added some debug widgets (with new bools to auto-show them in the Player Controller BP)
- Added a speculative fix to the 'particle crash' on closing the game session (changed the pooling method for MuzzleFX to None from AutoRelease, and made weapons destroy their current muzzle FX when they run WhenDestroyed()). Seems to work.
- Added a basic (needs more testing) 'civvie clearing' logic to the Chelsey System, for culling civvies from zones where they're not needed as much
- Added a basic 'infected reinforcement' system to cause more infected to emerge from pods and join the Chelsey System's forces in roving the map, infected people, building pods, etc. when infected population gets too low
- Added a logic for infected in a zone to check further away for pods to construct (to prevent situations where a zone with a mass of infected 'stagnates' and doesn't spread due to all nearby pods being completed, and the local order loop not detecting anywhere else to construct something)
- Hooked up 'build location zones' for each bridge, in the appropriate maps (i.e. intra-landmass zones only are in OpenWorldMaster, but TreasureIsland's Alcatraz/PowerPlant bridges are in Zone 0 Spawn Nodes)
- Hooked up logic to remove the Infection Zone Widget for the Build Location Zones, since they don't have command posts
- Added an ROE option for idle-reload. If active, units who exit combat mode will wait for the specified interval (5-20 seconds), then reload if they can
- Removed the Audio Component from the default BaseLandscapeOverlapActorBP, replacing it with a 'PlaySoundAtLocation' call (to save memory: every tree had one of these compnents!)
- Added logic to disable the Tilt Away logic that trees use when Juggernauts run into them
- Added a fix for the Vision Indicator to show the Weapon Range rather than just the unit sight (so flamethrowers won't erroneously show a really long range)
- Speculative fix for muzzle flash crash (no longer attaching the muzzle flash to the weapon, no longer calling a clear on it on weapon destroyed)
- Added backup logic to reload if animation montage 'glitches out' due to corruption to force reload to complete anyway
- Re-created SCAR reload montage due to corruption with that montage
- Added quick bool 'bCanAttackAerialTargets' (likely want to make this more in-depth later) to stop infected that have no aerial attacks from running after helicopters/drones
brought maps up to old roads for new process - Replaced gameplay-relevant functionality to run off of GameTime (and a simulated 'GameTimeDay') in the GameState rather than the ingame 'visual day' This way, people playing with custom timescales (via custom game option) will no longer have gameplay ramifications of days passing too slowly/too quickly to make things easier/harder
- Added a move safety -Increased time between vehicular spawns if you order in bulk (from 5 seconds to 10) to reduce 'spawn traffic jam' issues
- Made helicopters interact with RVO avoidance, so if they're landed, other vehicles will know said helicopters are an obstacle
- Added a vehicular movement safety to 'time out' the slower acceleration if it's been a long time since last move order (so vehicles won't get 'stuck' at low acceleration if something goes wrong)
- Fixed the 'Vehicle Blocking Nav' being prioritized under 'Road Nav', resulting in weird conflicts that confused movement logic
- Fixed up some of the new landscaping vehicles' navigation(s), and change some nav types to better suit the vehicle type (i.e. Juggernauts cannot just 'walk over' a tall truck, but they should walk over a smaller car)
- Also fixed up police cars not being properly converted to the landscaping system
- Fixed an issue with camera following 'breaking' after following something again
- Fixed an issue with proxy movement interfering with formation following movement (if a unit was given a move that required proxy movement, then given a separate move order after that makes them follow a formation leader, they were apt to ignore that formation leader)
- Fixed Brisdover Bridge (Between Treasure Island South and Presidio) being erroneously stored in Presidio and Treasure Island Landscape instead of in the Open World Master
Adjustment to beach nav blockers near Chelsey's Villa - Fixed truck navigation to work for an overturned truck on the Alcatraz bridge
- Added speculative fix to particle crash: muzzle flashes will now be deleted prior to loading/opening a new map
- Safety Added for properly destroying particles when the game is exited
Please note the following going forward (Restart your game/steam to get the update if needed