Patch Notes - July 26 (0.7.44): Level Design Changes, Win7 Support, and more!
[h2]Cepheus Protocol AMA/Showcase[/h2]
Make sure to tune in to the AMA/Showcase in late August. We'll be answering your questions live and also announcing something big during the event (we promise it's awesome, it's something a lot of you have been asking for!).
Join our Discord where you can leave your questions in advance as well! The date and time will be announced soon!
[h2]July 26 Patch Notes (0.7.43 and 0.7.44)[/h2]
-Significant landscape tweaks around the villa, added skirt mesh around pool in H01 villa building to ease transition between landscape and mesh, removed some rocks causing navigation pockets, tweaked villa volume blockers. Go check out the new parts of the island!
-Added outpost buildings, new bridge buildings and catwalks + materials.
-Landscape updates, grid 07 beach added, grid08 backyard props, corpses moved, blood decals un-inverted, collision double checked, nav blockers moved or deleted.
-Win7 support is now live! For any of you running the game on Win7, you'll now be able to run it now. If you have any issue, please head over to our Discord and we'd be happy to help you out!
-Distress system basics are online for infection zones. Infected reinforcements will now start appearing in neighboring zones, and when the node enters 'distress' mode it increases its spawn limit (though not past the global defense limit from the GameState). This means the infected will assist nearby zones if players are farming them for money/DNA causing the game to get quite harder once the infection enters full distress mode over a prolonged period of camping or laying siege to a location).
-New Blow up walk animation added.
-Infection Animations for running improved (more variations on the way).
-New music added to the "calm" period.
-Previews of where units will spawn via the flags when placing structures down (actor will be improved over time).
-Preview markers of the space a building will occupy added.
- Cursor bug where the default windows cursor could appear when opening the game in fullscreen should now be resolved.
-We are also working on revised attacking animations, including hit reactions for the infected so they have an actual visual impact on them and their mobility including critical hits that will cause them to fall over and be stunned.
-Hooked up basic Hit Reaction logic:
=Turn on/off w/ bool
=Has customizable cooldown timer
=Turned it on for infected w/ cooldown of .2
-Shifted the Hit reactions to have a very high chance to interrupt the melee of units to cancel out melee attacks, setup the bone checks to verify what parts of the body were hit for determining the pool of animations that are available to be played.
Important message about your saves: In preparation of the Factions system, you'll start seeing the (currently) untextured area of the map slowly get updated. We will have to wipe save files around late July in order to implement the new system (which will add a new dynamic angle to the game). We'll have confirmation closer to the date so you have enough time to finish your current games.
Until next time, good luck in Treasure Island!
Make sure to tune in to the AMA/Showcase in late August. We'll be answering your questions live and also announcing something big during the event (we promise it's awesome, it's something a lot of you have been asking for!).
Join our Discord where you can leave your questions in advance as well! The date and time will be announced soon!
[h2]July 26 Patch Notes (0.7.43 and 0.7.44)[/h2]
-Significant landscape tweaks around the villa, added skirt mesh around pool in H01 villa building to ease transition between landscape and mesh, removed some rocks causing navigation pockets, tweaked villa volume blockers. Go check out the new parts of the island!
-Added outpost buildings, new bridge buildings and catwalks + materials.
-Landscape updates, grid 07 beach added, grid08 backyard props, corpses moved, blood decals un-inverted, collision double checked, nav blockers moved or deleted.
-Win7 support is now live! For any of you running the game on Win7, you'll now be able to run it now. If you have any issue, please head over to our Discord and we'd be happy to help you out!
-Distress system basics are online for infection zones. Infected reinforcements will now start appearing in neighboring zones, and when the node enters 'distress' mode it increases its spawn limit (though not past the global defense limit from the GameState). This means the infected will assist nearby zones if players are farming them for money/DNA causing the game to get quite harder once the infection enters full distress mode over a prolonged period of camping or laying siege to a location).
-New Blow up walk animation added.
-Infection Animations for running improved (more variations on the way).
-New music added to the "calm" period.
-Previews of where units will spawn via the flags when placing structures down (actor will be improved over time).
-Preview markers of the space a building will occupy added.
- Cursor bug where the default windows cursor could appear when opening the game in fullscreen should now be resolved.
-We are also working on revised attacking animations, including hit reactions for the infected so they have an actual visual impact on them and their mobility including critical hits that will cause them to fall over and be stunned.
-Hooked up basic Hit Reaction logic:
=Turn on/off w/ bool
=Has customizable cooldown timer
=Turned it on for infected w/ cooldown of .2
-Shifted the Hit reactions to have a very high chance to interrupt the melee of units to cancel out melee attacks, setup the bone checks to verify what parts of the body were hit for determining the pool of animations that are available to be played.
Important message about your saves: In preparation of the Factions system, you'll start seeing the (currently) untextured area of the map slowly get updated. We will have to wipe save files around late July in order to implement the new system (which will add a new dynamic angle to the game). We'll have confirmation closer to the date so you have enough time to finish your current games.
Until next time, good luck in Treasure Island!