Patch Notes - 0.7.54 Further Fixes & Prep work for the Sparrow Update
[h2]Cepheus Protocol AMA/Showcase[/h2]
Work on our other maps have started officially in the last week and we hope to have more to share in the coming weeks! Keep in mind a LOT of our week this week into the LIttle bird and doctrine updates so make sure to check out our dev-update channel on discord to see the daily updates we do!
If you missed our AmA you can watch it here!
https://www.youtube.com/watch?v=ZznhKn8hPU4
[h2] Patch Notes - 0.7.54 [/h2]
Until next time, good luck in Treasure Island!
Work on our other maps have started officially in the last week and we hope to have more to share in the coming weeks! Keep in mind a LOT of our week this week into the LIttle bird and doctrine updates so make sure to check out our dev-update channel on discord to see the daily updates we do!
If you missed our AmA you can watch it here!
https://www.youtube.com/watch?v=ZznhKn8hPU4
[h2] Patch Notes - 0.7.54 [/h2]
- new M107 fire and slomo exit sfx
- Improved C++ logic for grenade throws to be more customizable, To have more safeties and And to run the 'hide' logic for the gun if you confirm the grenade throw before the 'startup animation' would hide the gun
- Smoothed out several things to 'cancel out' the degarrisoning, like issuing another movement command
- Reduced Flamethrower weapon price to $4,000 (from 6K)
- Fixed several issues reported in bugs reports having to do with units being unable to shoot through fences and being able to shoot through certain buildings. Also removed floating objects in the landscape from grid 3 and double checked blockers at the pier.
- mg turret new sfx
- Fixed up the M4's blendspaces for scout car seats
- Fixed automatic gates getting 'stuck' thinking stuff is next to them if they're toggled 'off of' automatic mode when something is nearby
- Basic fix to prevent 'upgrading' sandbags/barbed wire via multiselect
- Adjusted nav modifier for turrets to be less of a problem for moving around them (to fix turrets preventing you from going through gates)
- Fixed unit abilities appearing when your selection was mixed between a single soldier class and a vehicle
- Fixed the 'Select All' keybind allowing you to select garrisoned units
- Added 'JumpPlayerCameraToHome' keybind: pressing HOME will now jump the camera to the CERC building!
- Adjusted minimap clicking to instantly jump to the clicked point, instead of 'lerping' the player camera
- Fixed ragdolled units being able to do 'hit reaction' animations
- Also fixed units 'getting up from ragdoll' doing hit reaction animations, too
- Added saving/loading to Silencerstatus (does nothing for saves prior to this point, but saves made after this update will track and load Flashlight/Silencer status)
- Fixed silencers visibly remaining 'on the gun' if you toggle Silencer back to 'OFF' (functionality still worked, but the visuals were bugged - that's fixed now)
- Fixed silencers not having a 'Muzzle' socket (which caused bullets to appear a bit more oddly when silencers were active)
- Applied some other materials as placeholders for the unfinished silencer meshes
- Added 'structure blocking' logic: if an infected's melee attack is non-piercing (i.e. Juggernauts, later) and they hit a player wall, their attack will now fail to deal damage to any characters that might also be in range (to prevent 'hitting through' walls)
Until next time, good luck in Treasure Island!