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Cepheus Protocol News

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!

Patch Notes - July 23 (0.7.42): Optimizations, Upcoming AMA/Showcase, and more!

[h2]Cepheus Protocol AMA/Showcase[/h2]

Before we get into the patch notes, we're excited to announce that we'll be doing an 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 23 Patch Notes (0.7.42)[/h2]

- Numerous changes to the animations for spitter/jug/ and infected.
-Updated fast travel point, gate, and turret "Power-needed" POIs to be more performance friendly
-Command center and spotlight ambient loops sfx.
-Levels shifted around for HLOD build and process for optimization for level adjusted.
-Hooked up Dimitry's new post process effect logic for Spotlights:
=Spotlight overlap now will be 'blue' when not overlapping.
=Turns red if overlapping another spotlight's zone.
=Set down spotlight's zones will be red.
=New 'continuous mouse widget' indicator will appear over the mouse when spotlight zones overlap.
-Cleaned up the building's power POI to be screenspace, dynamically created, no longer tick-reliant, and to fade on distance (to make up for being screenspace).
-Fixed duplicate water meshes.
- New buildings Karma Clothes, Life's a Beach Ice Cream Parlor.
-Implemented basic improvement to the CepheusMoveComponent: unrendered units' movement components will tick 3-4 times slower (randomly 'tick group') to spread out the CPU load (i.e. every 3-4 frames rather than every single frame).
- New run anim plugged in to be the only one available. Also have a SLIGHTLY different take set as ALT. this one has different feet placement and sways a bit more
-Fixed meshes not appearing.
-Basic infected LOD bone optimization.
-Military LOD bone optimization.
-Hooked up basic character movement component tick rate reduction when units are hidden by FOW
(turns off when seeing the unit, or when thermal vision is on).
-Hooked up new Team Panel setup:
=Rank text replaced with 'rank bars' that show/hide based on unit level.
=Unit icon moved to top left, with status icons (run mode, hold fire, etc.) moved below that.
=Soldier portrait now has a CERC logo background and a portrait frame.
=Soldier portrait icon and rank bars match the portrait frame and background color.
=At unit rank 5, icon, background, and matching elements will change to gold/orange.
=Move unit left/right buttons moved to the left/right of the Group dropdown.
=New Soldier avatars hooked up (missing the Female Heavy avatar, however).
-Restored team panel direction.
-Adjusted CERC spawn point to be 'further up' and 'further out', to reduce or eliminate the 'Engineer spawned in building' bug.
-Restored and cleaned up impact effects for weapons, removed its constructor helpers, and hooked all four up to each weapon individually.
-Imported the new Female Heavy unit panel avatar.
-Landscape adjustment, blockers and nav mods on river.
-Replaced Engineer preview for engineer call in with a more poly-conscious version.
-Further-updated engineer preview mesh.
-Code change-removed avoidance for its cost, made it so infected will not attempt to adjust their spawning locations.
-Cleaned up constructor helper pointing to old construction meshes for the walls.
-Civilian poly reduction.
-Re-enabled the civvie spawners for the Master.
-Chelsey poly lowered.
-Curbed the 'slowdown' of the horde sphere carrier to .75 (from .3).
-Added a 'Horde Sphere Speed Up' noncombat buff that speeds up horde sphere units who are not overlapping the sphere by 25%.
Result: Spheres are less 'stop&start'-y. Still improvements to be made, but it's better.
-Resolved problematic trees.
-Final buildings and materials for Pierce's base.
-Fixed building positions in grid 3.
-Scalability options added.
-Cleaned up some location volumes on the right island to be cleaner to the 'border' icons, to fix being able to 'build into the docks' where players shouldn't be able to.
-Fixed the 'pier' nav blocker for Grid 6 to actually cover the piers.
-Added 'beach' nav blockers to block 'sticking rocks' on the Grid 6 and Grid 9 sides of the Grid 7 beach.
-Adjusted spotlight 'on/off' times (starts on at 17:00 (5:00 PM), shuts off at 7:00 (7:00 AM)).
-Adjusted income text to be a bit more to the right on the HUD (to reduce overlap situations).
-Added cooldown to shot hit/shot fired noise generation (1 second each).
-Added cooldown to infected's OnHearNoise response (2-3 seconds).
-Added a 'cooldown' to blood particle effect spawning, customizable in the GameInstance
-Swapped out tree in BP to _IMP version, swapped out other unoptimized tree in editor and replaced across the grids, removed phantom grass.
-Minor particle optimization.
-Added offset+rotation to blood impact effect spawning so it will 'burst from' the hit location rather than always face upwards.
-Painting adjustments, props.


Note: Windows 7 support should return in the next few weeks as Epic Games has certified a fix and once it goes live to Unreal Developers we'll hotfix the game and update the game requirements page!


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!

Patch Notes - July 16 (0.7.41) New Island Changes Live, Dozens of Bug fixes

[h2]July 16 Patch Notes (0.7.41)[/h2]

You'll find treasure island a lot less hospitable going ahead after this update especially in directors cut...


Patch Notes:

- Horde Attack V2 implemented
- Various Landscape adjustments to improve path finding
- Negative Cover introduced into various zones across the map
-Lowered tree fade distance.
-Certain trees and foliages were adjusted as their Density was to extreme
-HLODS were updated for new zones
-Setup starting time to be 9:00 AM instead of 7:00 AM
-Updated the logic for the 'Select All button':
-No longer says 'Deselect All' if more than zero units in the current tab are selected (requires, instead, all members in the current tab to be selected in order to display that)
-No longer says 'Deselect All' if there are no units in the current
-Fixed the M107's "mag out" referring directly to a soundwave rather than the attenuated sound cue
-Restored DP12's play rate to 1.0 for its reload
-Removed the reload sounds from the Weapon class (since their montages now handle such cues)
-Fixed the imperceptible pivot offset Myles introduced (at my request, to try to fix an issue) on the plot helicopter
-Worked w/ Dimitry to replace old SkyCrane with new
-Hooked up new AnimBP and socket position on the new SkyCrane, too
-Worked w/ Dimitry and Juniardi for some stuff
-Wallbuilder:
-Disabled tick (didn't need it)
-Changed update rate to 24FPS (instead of 12 FPS)
-Hooked up landscaping collision logic to it (both before+after setting down, and before+after length collision check, so it accurately will display which trees are hidden, and which ones it can't reach if it's blocked by a lack of ownership on the territory or a collision between set-down point and mouse point)
-Hooked up landscaping collision logic to individual walls and towers
-Updated the new landscaping trees to no longer block nav on their mesh, and not build nav underneath themselves (to let their nav collision sphere handle that)
-Hid the nav sphere from rendering in editor (to try to stop it from contributing to in-editor lag)
-Fixed NavModifiers 321 and 324 in the Master causing some shenanigans in Grid 9
-new minimap 2K
-Added a 'large mode' minimap close button at the top right of the 'large minimap' (instead of scaling+moving the regular minimap close button at the bottom left)
-Found the bug with the car alarm widget (both 'on' and 'off' calls to the Car Alarm Widget's "Show" call resulted in Visible)
-Spec Ops mesh updates
-Remade the PlotHelicopter as 'SkyCrane:
-No pawn-reliance
-New customizable stats
-Smarter logic allowing it to rotate+lower itself as it approaches the target
-Remade the BP and the Littlebird BP using this one
-Deleted the old PlotHelicopter+Littlebird (including C++)
-Hooked up new minimap from Juniardi
-Updated the MinimapInfo actor to contain 'background filler tint'
-Updated HUDWidget to apply the MinimapInfo's 'background filler tint' to the panning background
-Updated the Master's 'background filler tint' on its MinimapInfo to match the new minimap from Juniardi
- Winters mesh updates
-Updated the Rally Point updating logic to allow setting a rally point outside of the player's territory
-Also updated the Rally Point setting to have a minor 'movement animation', and play a dust anim on the anim completing
-Updated building Rally Points to actually save+load (my bad!)
-Updated the Rally Points to not constrain to the 'base volume' anymore (old logic)
-Got rid of the old plot helicopter again (somehow got readded?)
-Adjusted some spawn pod locations in the SpawnNodes map to try to stop some 'chokepoints' (especially one in Grid3TV, aka Frontier Station)
-Updated soldier training to be read, saved, and loaded (i.e. if you have a training queue in a barracks or the CERC, they'll save+load)
-Also fixed the training queue in the CERC to properly display if selected after viewing a Barracks
-Made some more bounty spawn locations, and resolved deleted bounty spawn location references
-Imported Juniardi's new master minimap
-Also set up a 'lock POI' in the locked area (via BeginPlay in the Master)
Adding destroyed wall variants and new corner post.
Removed tessellation from character master material.
-Hooked up the Chainsaw call in button from Juniardi
-Hooked up Juniardi's animated landscaping and repair cursors
Fixed the minimap legend widget not appearing
Adding new Scaffolding for wall construction.
Cleaned out old wall meshes.
Updated Wall LOD's.
-Fixed loading of characters not properly loading the mesh that matches their gender (all were loading the male mesh)
Fixed trees using the wrong mesh.
Re-enabled tree shadows.
-Major Team-selection combobox update (i.e. the unit 'namebox' on their team panel):
-The combobox now uses 'child widgets' instead of simple text for its entries (these widgets can only receive a string argument, though, given how UE4 made them)
-The widgetry related to the Team Panel now take various stats about the soldier, translate them into string, and create the child widgetry
-The child widgetry then 'decodes' the string and displays team affiliation and class in the dropdown
-Additionally, new safeties are added to allow swapping two units between teams safely, and even two units that share the same name
-Further, the widget properly scales, so if a unit has an unusually long name, it'll still work
-Used a white version of the teammate panel background so that I can tint it dynamically to orange as needed
-Also updated comboboxes used elsewhere that used that same image to this new style
-Fixed the ammoboxes from the Auto-reload upgrade for turrets 'moving' with the turret mount
-Updated hovertips for the turrets to note that they require power, and that generators only support up to three turrets.
-Updated the hovertip for the Command Center to have its 'REQUIRES POWER' note be all-caps
-Updated style setting and styles of the Team Panel name box to be full orange (rather than having the name border be black) via new event dispatcher
-Worked w/ Juniardi to get the horde mode button (for main menu) in
-Cleaned up all instances of SafeDestroy (and SafeDestroyPtr) I could find
-Updated the GameState's "BuildingManager" to actually store references to buildings (registers SetBuildingType on the building, and on their destruction deregisters)
-Updated the 'set has tent' logic to be handled by the BuildingManager
-Fixed the building repair actor spawning even if the building died (this caused 'phantom' repair points, and for the CERC building, prevented construction of another CERC!)
-Hooked up new 'loaded' functions for 'hooking in' existing logic to run when appropriate classes finish their Construct/BeginPlay:
-For the HUD
-For when the HUD initializes the Away Team
-For when Winter runs BeginPlay
-Used the new HUD Loaded function to, if we're loading a save game, call the Horde Activity animation (rather than delays)
-Used the above few new 'loaded' functions to alter when the Away Team gets set up (and thus when LateLoad gets called)
-Added a few more safeties to the Command Widget to support being loaded earlier
-Updated SetupAwayTeam a little bit to not run if it already ran, and to have less of a delay between retries
-SetupAwayTeam is no longer called from the PC BP, but from the PC C++ when HUD, Winter, AND Away Team Widgetry are loaded
-Fixed the CarpetBombZone not having a properly set root component
Sniper class added
LOD update
Displacement maps deleted
-Fixed a crash with foot effect spawning (line 821 in Base_Character.cpp)
-Fixed a serious bug with a 'loaded clickactor' viewing its owner as the PC, and thus destroying it if the player manually clears it
-Added new 'loading hook' related logic for loading saved bounties
-Fixed CERC 'repair actor' disabling the 'has tent' value in the BuildingManager on being removed
Winters hair fix so its not metal and shinny
Engi anims updated for the new model
-Cleaned up the Training Queue widget referencing the old class images
-Removed the old class images
-Fixed redirectors throughout the project (saw a few things 'break' due to old redirectors that messed up, so ran this)
-Updated 'soldier previews' to respect slomo (so they'll disappear more quickly if you're in slo-motion)
-Updated collision type for TUGs detection to no longer block mouse, repair orders, etc.
-Improved 'endpoints' for player walls, so infected would have an easier time hitting them
-Fixed TUGs having a 'turret stand' in its construction preview
-Added another 'nav obstacle' to CERC previews (so units won't think they can walk through the 'back part' of the CERC construction previews)
-Added cursor 'preloading' to the PlayerController BP (so no 'lag' will occur midgame when a new cursor is used)
-Added a 'preview radius' to the ammobox drop so you can see how close you'll need to be to pick up ammo from it
-Added some adjustments to gate navigation to make it less likely for units to 'get caught' on the edges of the gate doors when the gate is open
-Reduced 'back splatter' blood decal size
-Greatly enhanced landmines:
-Boosted explosion effect size
-Boosted explosion radius to 1000 (from 370)
-Boosted fuse to 2.5 (from .1): it waits before exploding, to 'get more infected' rather than exploding as soon as something enters radius
-Now 'bounces' up and spins before exploding
-Light turns red when something enters its radius
-New explosion 'fuse cutoff' logic allowing the mine to reset its fuse if an ally enters proximity before it bounces, or if all valid targets leave before the bounce
-Landmines now have a 'preview radius' when setting it down, and this preview radius will appear around existing landmines/landmine construction spots when trying to build things
-Adjusted the naval base size 'construction area' down quite a bit(since the player can now control territory)
Ground work for the blowback carry off scene set up some, still need to animate infected once length is determened
swapped out Birch_01BP with birch_d_spring_IMP for optimization
Landscape adjustments, turned channels 0-3 on in the landscape
Grid 3 WIP level, pier walkways and new pier building blockouts for police base.
-Adjusted nodes and command posts (trucks, pod locations etc.) in Grids 7-10 to be in more strategic locations given the new landscape
-Adjusted a few trees in Grid 7, too, near the new Villa location
-Got rid of superfluous spawn pods in Grid 10 and 9 (some folks had copied them unintentionally, looks like)
-Wallbuilder progress
-Swapped out tower (and tower construction mesh) for new ones from Dimitry
-Updated wallbuilder to respect new tower size
-Wallbuilder progress:
-Updated 'grace' on wallbuilder trace so you can build 'further in' to things
-Updated offsets on wallbuilder previews to be less awkward with the new setup
-Updated wall 'construction scaffolding' to the new one Dimitry made
NOTE: Repair/interaction points for towers are a bit messed up: didn't think it wise to keep trying to fix it for now due to so much on the plate
Adding destroyed wall corner piece variant.
-Walls
-Started on rubble update
-Fixed landscaping size for wallbuilder+new corners
-Hooked up destroyed meshes for later use
-Rubble update for walls:
-Wall towers are now much smaller, and have half health (so spamming them won't act as a suitable subtitute to the real deal)
-Wall construction+landscaping adjusted to match (can build walls closer to one another now)
-Walls that hit zero health are no longer destroyed, but instead turn into repairable rubble
-Saving/loading added for rubble state
-Infected won't attack rubble
-Units can move through rubble
-Highlighting a rubble piece while engineer(s) selected will show repair preview
-Updated the Game Over widget buttons to not be focusable
Landscape update, nav blockers update, gated community WIP
-Fixed an issue with the Pandemic Screen caused by hitting 'ESC' while on the difficulty selection popup (added a tiny delay to letting the logic 'run through': may not be the most elegant solution, but it works)
-Also updated the difficulty/tutorial popup to get closed by hitting ESC instead of going back to the main menu in one button press
-Added some padding to the 'Close News' button so it wouldn't get 'chopped off' at the top
-Fixed a spawn pod in Grid 5 being 'in the wall' (someone had swapped out preview indicator mesh for an unused and untextured 'in-wall' mesh, making it blend in, but when the pod actually spawns, it's the real deal that gets stuck in the wall)
-Improved regular wall nav modification
-Also made wall 'repair points' not have nav modification as well
-Implemented basic 'attack wall' logic:
-Regular infected will now 'snap to' a wall that they're attacking
-If a wall has too many infected hitting it from one side, other infected will be much more likely to go elsewhere
-Regular infected won't be dissuaded from attacking a wall once they start hitting it until either they die or the wall does (doesn't apply to corners)
-Committed Juniardi's new tower button
-Resolved some references
-Polished the new wall attack logic some more (fixed some issues w/ rotation)
-Propagated the new wall attack logic to sandbags+barbed wire
-Fixed the Engineer recruit popup to say they spawn with DP-12 (instead of M1014)
-Fixed 'formation group saving' failing if selection consists completely and solely of an entire away team
-Fixed Spec Ops icon not properly showing in team name selection dropdown
-Finished up the basic Horde Sphere:
-Now properly 'jumps around' should its carrier die
-Orders 'catch up' movement to be towards the direction of travel of the sphere-carrier, rather than his current position (so those outside the sphere are more likely to catch up more effectively)
-Implemented into the HordeController for use for movement orders
-Disappates when Horde activity ends (remaining stragglers will then be ordered to move as individuals, rather than in their sphere, so when Horde Activity is gone the horde difficulty goes down)
-Slightly increased Horde Timeout time in the Master from 250 to 275 (due to travel times between locations)
Result: Infected will, during hordes, be more 'gathered together' more often, making single-file attacks considerably less common (unless the horde attack has concluded, in which case stragglers will revert to this behavior)
-Made the Sniper/Heavy range indicators, bullet tracers, and muzzle flashes visible in Thermal Vision
(range indicators barely show, however, due to their actual mesh being tiny: may need something else to make them stand out while in thermal)
-Added 'deeper' wall nav to the various wall nav types (including gate nav blockers), so navigation will hopefully be more reliable if a wall is 'built over' hilly terrain
Added depth check to Thermals. (Units no longer visible through obstacles)
-Imported Juniardi's new soldier portraits
-Added a longer delay until the 'loading game' bools are set to false
-Lowered Assault price to 2K (from 3.5K)
-Lowered Heavy soldier price to 6K (from 8K)
-Added a safety to landscape overlap actors should they fail to spawn an overlap
adjustment to pier catwalks
-Small speculative crash fix for AI Spawn Locations (used by civvies, I think)
Landscape, nav blocker removal (WIP), roads flattened
Grid 3 color randomizing material for buildings added.
-Thermal vision 'visibility' progress on deploy gun indicators
-Fixed up thermal vision display on the DeployGun indicators
-Also made the indicators bigger when displayed thermal vision, since their UI-esque 'glow' doesn't show in thermal
-Fixed two tall 'nav volumes' near Grid 6 Hotels that were causing camera blockage (lowered them down to the ground)
-Improved Phase 2 unlock hovertip to no longer mention spotlights (now available at phase 1) or pillboxes (not allowed right now)
-Fixed a typo in the Master 'tutorial' mission
adjusted resolution to be more like a live preview , adjusted a buggy bool that was causing 3D resolution to not update
fixed some issues with the building material shadows, grid 3 area nav mesh. Made some adjustments to the random color material and added more buildings
gated comunity progress, also landscape fiddling and repainting
-Created basic 'SpitterPack' class:
-Delegates and some BP functions created for easy scripting
-Functions for responding to new members/member death added, to assist with scripting, too
-Hooked in to Spitter death delegate to properly remove members
-Name logic added, to give each pack a unique name and to allow packs to save/load their members (names may also potentially be used for Bounty System later, and/or giving Spitters unique decals/effects based on their pack name, and/or playable infected mode)
-GameState generation of Spitters added (for adding a Spitter to the closest available pack, or adding a Spitter to its requested pack by tag for saving/loading)
-Basic Packname prefixes+titles added, so pack names are semi-cool to start with
-Basic saving/loading added so packs will stay grouped even after saving/loading
-Improved saving/loading of Packs so the Pack itself gets saved/loaded (so if we store other data in there, it'll be able to reload it)
-Restructured some includes and related to avoid circular dependency when setting up this change
-Hooked up Juniardi's new shop/unlock buttons
Moved disapearing bridge to correct level grid10_03, changed out rock type to static mesh type in grid09
Landscape edits, fixed CP point in grid08, added more houses in grid08, fixed up the walls a bit
Gas Tower crash fix hopefully
Adding Spotlight overlap area meshes.
-Hooked up Dimitry's new Spotlight overlap effect
-Fixed Spotlights shining at night even if they're unpowered
Updated building meshes, fixed material color parameter for buildings. Added 2 more buildings and deleted unused materials
-Tweaked M9 up:
-Damage from 10 to 20
-Fire rate to .334 from .5 (3 rounds per second from 2)
Added a base asphalt layer to the marsh bridge mesh.
-New bool for Characters (default as 'false') "bStopAttackMoveIfNoAmmo": while false, units will not start moving again during combat if they run out of ammo during an attack move.
-Created little 'red ammo icon' animations for the Interaction Widget and Team Panel when a unit runs out of reserve ammo
-Adjusted pivot+positioning of the Team Panel's ammo counter to ensure more consistency with its position for weapons that have more ammunition (like LMGs)
-Cleaned up some odd pixels around the Winter avatar
-Added logic to make a unit automatically reload if they refill ammo while being completely empty
-Added new Landscaping to the Infection Towers and Pods:
-Towers and Pods will now clear trees when they spawn. These trees won't grow back.
-Saving+loading enhanced to support this
-Fixed selection circles on walls being scaled w/ the filler walls (resulting in 'squished' circles)
-Fixed it being possible to select the 'construction actor' separate from its owning wall when constructing walls
-Updated the multi-select logic to support the 'build in owned territory' logic:
-Double-clicking on a wall will select other walls (in or near current camera view) that match the type (i.e. level 1 gates? select all level 1 gates)
-Double-click selection will not work on walls under construction, or that are currently destroyed
-Removed collision on DNA pickup mesh (to resolve a potential wallbuilder issue).
-Boosted default RepairRatePerBuilder to 22 (from 15)
-Started on new snappoint logic (got 'SnapFrom' part mostly working, but with a few minor issues that need resolving: not done yet, so it's disabled)
-Fixed the 'engineer sliding' issue if an Engineer's order to call-in a Helicopter-dropped building is canceled partway through






Note: Windows 7 support should return in the next few weeks as Epic Games has certified a fix and once it goes live to Unreal Developers we'll hotfix the game and update the game requirements page!


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!

Patch Notes - June 26 (0.7.37) Bug fixes and new Meshes

[h2]June 26 Patch Notes (0.7.37)[/h2]

Patch Notes:
-Updated Ammo and Medical trucks for the Command Post to have a 'cooldown' before you can rebuild again (this way you cannot repeatedly buy the trucks over and over to mess w/ Chelsey or indefinitely hold a command post by just spending a lot of money)
-Added a new bool bAllowTargetPlayer to Chelsey's AI: if false, she will not try to capture player-owned zones. (can turn this on midgame, or turn it off midgame, if need be). This defaults to false, for now, so Chelsey will let her hordes deal with assaulting the player while she deals with more behind-the-scenes stuff.
-Reduced the default Chelsey BlacklistCount for a zone by 1 (from 3 to 2), so Chelsey will be less likely to re-attempt capturing the same zone if driven off from it.
-Turret construction points had physics asset issues, causing them to ignore the mouse fixed
-Assaults had a minor C++ issue that blocked them from receiving the 'assist in constructing sandbags/barbed wire order': fixed
-Blow up jump attack tweaked to they cannot phase through built walls
-Chelsey unstuck logic tweaked so she wont/cannot teleport inside your base on accident when shes detected to be stuck somewhere
-Infected cannot move inside their Cocoon state now
-Several collision volumes or navblockers are 'too large' or misplaced, and thus block nav.
-Resolved Mouse clicks getting grabbed by various invisible walls and buildings
-Gas tower tweaks to make sure they are clear and easy to engage
-Collision Edits to the Water/Beach Area
-Stopped the ability of Infected to run at you while they are still "Hatching"
-Safety Checks to stop the blow up guy from jumping through your walls
-Chelsey will no longer attempt to attack your player owned zones directly and will send her minions to do so after the mid game mark
-Thermal Vision Green Pods adjusted back to Red
-Horde Map maintenance tweaks added(Still not public)
-Boat Fast travel tweaked to resolve movement issues and disembarking bug
-HLODS regenerated for performance
-New Heavy Mesh
-New Scientist Mesh



Note: Windows 7 support is still broken while we wait for remedy from Epic Games. For now use the few days old branch named Windows 7 on the beta tab to hop in and play!


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!

Patch Notes - June 22 (0.7.34) Turret Auto loaders and bug fixes

[h2]June 22 Patch Notes (0.7.34)[/h2]

Patch Notes:

-Gas Tower materials updated to properly phase in
-Collision adjustments to improve accuracy across the levels
-Adjusted the Gas Tower so they are easier to see
-Adjusted Attack points on Gas towers so CERC units will see them easily
-Safety for Gas Tower crash
-Attack Move now will respect when your unit completely runs out of ammo, and make them 'exit' attack move
-Units that have no ammo will also not stop to shoot even if given an attack move order
-Additionally, the unit that deals the killing blow to the last target while attack moving will be able to re-enter run speed afterwards
-Fixed the sandbag builder allowing placement of an object if a unit 'walks into it' while it's in the 'rotation confirmation' phase
Some tuning, and working with eye light attachment teats
-Minor fix to audio sliders not visualizing properly if you had yet to change audio settings before on your game
-Added a new timeline to the NightDay for editing the Sky Light's light intensity value
-Boosted light at the 'dark transition hours' at night (~5:00 PM-7:00 PM were unusually dark, and now they're not)
-'Merged' the MasterLight map's post process into the Master's own Post Process volume (so we don't have two running at once)
Radio SE and a bit of a camera shift. Saving work cause its raining hard
-Moved the CP Click Truck at Grid 8 to be easier to click
-Infected Male and Female meshes edited to have better performance
-Removed the Perimeter Detection unlock, and instead made the TUGS buildable as soon as CERC is constructed
-Made the Spotlight buildable as soon as CERC is constructed (instead of relying on Phase 2 unlock)
-Updated hovertips and Diagnose Disabled for above two buttons to match
-Adjusted button positions for the Build Menu so all phase-1 unlocks are listed in a row (and unlocks come after)
-Adjusted the TUGS 'scan' logic to utilize the old SonarPing effect
-Updated the SonarPing effect to not show the mesh, just the effect (to prevent some weird shenanigans)
-Used the TUGS scan to also show the minimap and 'over-head' icons on infected that are pinged by it
-Increased the TUGS radius
-Added a visualization to active TUGS for their radius, as well as when constructing them. Visualization for the TUGS will not be shown when the TUGS isn't selected.
-Furthermore, made the 'ping' effect not occur if the target is currently seen by thermal vision (so the different post-process effects won't overlap)
-Also attempted to create a custom 'pulsing' material for the TUGS's visualization, so you can 'feel' when it will pulse, but didn't figure it out
-SK_F_Assault.uasset mesh size reduction
-Hooked up auto-reload meshes for the Field Turrets (extra ammoboxes that appear behind the turrets when they have Auto Reload unlocked)
-Adding sentry gun ammo boxes for upgrade.
-Hooked up a 'turret limit' per generator (currently set to 3)
-Includes mouse widget popup if you click while trying to place a turret near a generator, telling you that that particular generator cannot support more turrets
-Made field turrets power-reliant (they auto-clear their seenlist as soon as they lose power, as well, so they can't continue shooting for a little while longer if power gets cut)
-Tried new 'power reliant' widget for displaying turrets not being powered via dynamically creating+destroying widget subcomponent (to try to not have any hidden widgets while the turret is powered, unlike old systems which just hide the widget). May be more performant.
-Also made turrets require the CERC to be constructed before you can build them, like other buildings.
-Hooked up saving+loading for new turret auto-reload
-Added landmine construction points
-Added weapon icons for DP12+Saiga (resized to match power-of-two, too)
-Changed the display-name for DP12 and Saiga to be 'DP-12' and 'Saiga-12'
-Adjustments to Dock navigation and building visibility




Note: Windows 7 support is still broken while we wait for remedy from Epic Games. For now use the few days old branch named Windows 7 on the beta tab to hop in and play!


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!