The Pathfinder Update Bug fixes - 0.7.119
Letter from the Producer #1
https://steamcommunity.com/games/979640/announcements/detail/2970672485634875929
[h2]The Pathfinder Update Bug fixes - 0.7.119 All builds[/h2]
- HEMTT mask fixed
- Tweaked collision on the Call In Preview Mesh to prevent it from moving units around (i.e. if you move the carpet bomb indicator onto units, it might scoot them, except now that's fixed)
- Hooked up Dimitry's new Medical+Ammo tents over the constructible trucks from the Capture Truck
- Angel Island fixes
- NoVehicle blockers added to catwalks (G3), Double checked presidio and fixed clipping, and minor floating objects
- Various Animation improvements for Walking/Running Cycles
- Updated the Medical+Ammo tents to use the new buttons+minimap icons from Juniardi
- More risky spawn locations are now 'rejected' in favor of BackupSpawnLocations
- fix for pod decals.
- new launcher Background
- fixed dp12 littlebird animation for DP12's
- Fixed some math regarding the Spawning Volume backup spawn locations
- Fixed up some tents on Angel Island which were distance culling erroneously early
- Adjusted some backup spawn locations on Angel Island
- Added more backup spawn locations, this time to Treasure Island and Presidio
- Fixed up the Treasure Island eastern bridge (between north+south sides) having some move proxy issues (distance checks were too great)
- Added some navblockers to stop units from walking off a cliff on the southeastern side of Presidio
- Also fixed some trees that were there and hanging out in the water or on the cliff itself
- Resolved an issue with spawn nodes not properly loading as 'active' if they have completed spawn pods due to the load
- Smoothed some defense response logic to try to make it more quick to respond if no other nodes are defending
- Made pod construction completion make a node count as 'activated' under the Mercer System, for defense responses
- Resolved a collision issue which caused player wall rubble to block movement
- Added logic to prevent airlifted units (or units garrisoned into airlifted units) from firing their weapons
- Sea side hotel improvements
- Bug fixes to Bounty System compatible with the Chelsey System
- Updated move proxy logic to reject move proxies to other landmasses if a move proxy to the target landmass is accessible (though inter-zone move proxies can still be queried) - this resolves an issue with the western landbridge on Treasure Island
- Added an additional move proxy to Angel Island to prevent 'looping move order' issue for vehicle move orders moving from the Carnside to South Angel Island
- Added several 'ramp' blockers on some points on the western edge of Angel Island to allow units to go up ramps that they have trouble climbing
- Updated initial move command order from the Player to make units in the ordered selection 'switch to vehicle nav' if a vehicle is in the move order
- Added some 'no-vehicle' nav areas to some spots on Angel Island's western coast to stop vehicles from trying to 'ride the rails' of the island
- Added some more vehicular nav to Angel Island near the base
- Tracked down and resolved an issue with collision on infected Spine Turrets causing them to ignore bullets
- Fixed a crash with field turrets
- Added logic to make ammo runners ignore refilling turrets (turrets function on a different system)
- Fixed a construction issue with building the CERC building (sandbag construction actors were set to 'player wall' rather than 'obstacle' nav, which caused player units to not want to walk 'into' them to construct them at some angles)
- Adjusted collision on the construction silhouette to stop it from pushing units when in Turret/mine/etc. mode
- Adjusted turret collision to not block units walking past them (the barrel was blocking movement)
- Adjusted turret navigation modifier to not be so tiny
- Fixed Duplicating Chelsey bug
- Several new zones were added to open world
- Adjusted vehicle selection boxes so they properly rotate with vehicles
- New Custom Game Options (Set Starting Money, Time Scale (How long each second is ingame), and starting Doctrine level
Please note the following going forward (Restart your game/steam to get the update if needed