Patch Notes - 0.7.88 Branding, Collision Improvements and Levi Changes
Operation Hammer Down continues... and we need your Help!

Starting a few weeks ago we pushed out the started inklings of Operation Hammer Down. Our first major patch which targets adding more replayability and simulating a larger world to fight in. We want to hear what you folks have to say about how it plays so we can properly focus the aspects that need the most attention. After we feel they are in a good place overall we will shortly afterwards put up a factions public beta.
- Finalized Open World Map
- Doctrines
- Juggernaut
- Little Guy enemies
- Leviathan
- Revised Power Generation System
[h2]Patch Notes - 0.7.88 Branding, Collision Improvements and Levi Changes[/h2]

There is an economy rebalance coming soon. Also quite a few refinements are coming to the Worm/Leviathan
Share your feedback here on the Worm/Leviathan
https://steamcommunity.com/app/979640/discussions/0/3113646913571960146/
[h2]Patch notes from this patch[/h2]
- Fixed units that were running in Patrol before hitting a patrol point while in combat entering a 'run' status without actually speeding up
- Added a safety to prevent units that hit a patrol point while in combat to forget their patrol path when combat ends
- Improved patrol 'waypoint detection' distance to account for unit capsule size, reducing or eliminating situations where saved patrollers would load 'next to' their waypoint and think they haven't reached it, thus stand still
- Improved movement safeties for patrolling to 'restart' the movement if needed should an "OnMoveCompleted" call occur without thinking that we overlapped the patrol point
- Made vehicles not stop patrolling if they see an enemy
- Boosted T2 Wall health to 3200 (from 1600)
- Boosted Electric Wall health to 3600 (from 2000)
- Boosted T2 Wall Corner health to 1600 (from 800)
- Reduced Player Building damage resistance against Leviathan 'little buddy' damage to 91% (from 70%). (The 'Buddies' deal 45 damage, so this results in them hitting for ~4 damage per hit against player structures)
- Improved walls, sandbags, and barbed wire to be able to properly apply damage resistance types
- Made walls have less damage resistance against Leviathan 'little buddy' damage when compared to building resist (walls resist 70% of Little Buddy damage instead of 91%).
- Improved some spawn pod spawning to prevent some situations where infected get 'stuck' too close to the pod after emerging from it
- Improved some Leviathan actions to not try to 'run again' if the Leviathan is performing an animation related to that action (i.e. it's not complete)
- Improved several bits of Leviathan positioning+spawning logic to reduce situations where it spawns/emerges too high or low
- Improved synergy between Leviathan combat tunneling and the movement burrow system
- Added safety to mitigate or prevent Leviathan tunneling around 'while standing'
- Improved Leviathan Horde Sphere following logic (still not yet enabled, not done yet):
- Will now wait to emerge until the horde sphere is closer to the target, instead of emerging+waiting+tunneling+repeating
- When emerging to fight the target command post after following a horde there, the Leviathan will properly reset his combat timer (instead of potentially only hanging around for 20 seconds)
- Fixed some buildings in the master that had distance culling issues
- Updated vision logic for LOS checks to no longer run 'fixZ', resulting in skewed LOS checks when something tries to see something else that's below or above it
Result: Turrets no longer get as confused against groups of infected (such as those attacking a wall) - Updated DamageCharacters (for buildings, etc.) to register as 'player owned units' if indeed they are player owned (to prevent things like the TUGS unnecessarily blocking player shots)
- Updated 'team index swapping' to also properly register/unregister player-owned units, too, for the cases where something changes team
- Fixed the medical truck visuals having collision enabled (after collision updates, this was enough to block line of sight for units)
- Fixed the construction 'power radius visualization' blocking line of sight
- Reduced infected 'horde catchup' speed buff (to 1.4, 1.65, and 1.85, from 1.5, 1.85, and 2.3 respectively)
- Updated the Spitter AI to not call for spitting at the target if the Spitter doesn't have clear LOS to the target
- Updated the Spitter spit projectile to be blocked by objects (like buildings)
- Updated collision presets to stop certain things (like buildings) from allowing units to 'shoot through them' as long as they had initially seen someone around them
- Updated gates to start as open upon being constructed
- And ensured that unpowered gates that are open will properly open themselves when loaded despite the lack of power
- Catwalk Collision in Grid 03 improved
- Implemented a fix for population not calculating correctly on loading a save
- Because of a fatal error that caused us to revert back the build for a week this patch combines 0.7.87 with this one
https://store.steampowered.com/news/app/979640/view/3029205057045935204
Cepheus Protocol Novelization is now available on Steam Store!
https://store.steampowered.com/app/1387390/Cepheus_Protocol_Novelization
Keep in mind this book takes place before, during and a bit after Pandemic mode and follows dozens of characters around the events of CP. It will hint to our year 2 content(So spoilers if you analyze it close enough). Its not for the faint of heart (Very violent deaths and all that). You can pick it up for $3.99 now!
It will also be available on the Steam Store as an DLC on October 1st if you prefer to get it there! Just keep in mind on our website we make 99% of the sale the rest goes to PayPal
Feel free to use the #💬lore-questions on our Discord to discuss the ramifications of what the book brings to the universe and how it will affect the game as we start to work in story elements presented in the novel