Patch Notes - 0.7.97 Economy Rebalance & Faction Wall Targeting Fix
[h2]Patch notes to both builds Public/Beta[/h2]
[h2]Experimental Build[/h2]
Last week we talked about Early to Middle game improvements and how our team can learn from games like Prototype and how they handled the simulation of a viral outbreak. You guys wanted the virus to be a bit more alive, deadly and wanted improvements to Chelsey across the board.
As an early showcase of the new system we now have put up an Experimental build for all to play and give their input. In some cases you might have to restart steam to see it but everyone can now opt into a new branch to try out the new direction and give their feedback. Again it will have TONS of performance issues and we are aware of them and working towards a tech solution to fix them as we speak.
As a reminder only talk about the Experimental build in #experimental-build-feedback or it will be buried in the day to day chats.
Recap of what im talking about :
Discord Post
[h2]Patch notes to Experimental[/h2]
Cepheus Protocol Novelization is now available on Steam Store!
https://store.steampowered.com/app/1387390/Cepheus_Protocol_Novelization
- Zone income has been reduced by up to 75% for some zones
- Standard Infected bounty has been reduced from 25 to 5
- Weapon prices have been lowered to account for new income values
- Vehicle prices have been lowered to account for new income values
- Minigunner limit has been removed
- Adjusted location volume for the turbine plant to remedy artifacts that were not allowing players to build along a particular stretch of terrain.
- Fixed structures not properly getting a reference to their Faction Manager
- Fixed structure targeting logic on the new Faction-based 'team system'
- Fixed player building's "damage characters" not properly registering with the Faction system
- Added logic to allow enemy units to properly convert 'vision traces' into buildings into references for its damage character
- Safeties to stop faction units from trying to target player-walls
- Fixed initial mesh-setup and animation blueprint-setting logic for the Cerberus: its wheels should roll properly now
- Adjusted footstep noise from CERC units Heavies and Minigunners have louder footstep and radii
- Adjusted footstep noise from CERC units Spec Ops have greatly reduced footstep volume and radii
- Adjusted vehicle Physics assets to fix culling issues around screen edge.
- Chinook material set to two-sided to hide gaps in the mesh.
[h2]Experimental Build[/h2]
Last week we talked about Early to Middle game improvements and how our team can learn from games like Prototype and how they handled the simulation of a viral outbreak. You guys wanted the virus to be a bit more alive, deadly and wanted improvements to Chelsey across the board.
As an early showcase of the new system we now have put up an Experimental build for all to play and give their input. In some cases you might have to restart steam to see it but everyone can now opt into a new branch to try out the new direction and give their feedback. Again it will have TONS of performance issues and we are aware of them and working towards a tech solution to fix them as we speak.
As a reminder only talk about the Experimental build in #experimental-build-feedback or it will be buried in the day to day chats.
Recap of what im talking about :
Discord Post
[h2]Patch notes to Experimental[/h2]
- Various Fixes to sleeping states
- various mesh related optimization tweaks
Cepheus Protocol Novelization is now available on Steam Store!
https://store.steampowered.com/app/1387390/Cepheus_Protocol_Novelization