Patch Notes - June 8 (version 0.7.28) Engineer Refinements!
[h2]June 8 Patch Notes (version 0.7.28)[/h2]
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!
-Updated the buildings to say 'finished construction' instead of 'has landed,' if they're helicopter-type.
-Swapped Ensure function in the Building_Base to get the GameStateRef from the PC (instead of saving individual pointers per building: to save memory)
--Added several bits of logic to smooth out mouse-cursor and right-click-to-issue-construction-order logic for walls (and also to not issue a superfluous move order on top of said right-click-to-construct-order)
(Short version: mouse cursor should be much more accurate when hovering over not-fully-completed walls when engineers are selected)
-Fixed little bird,Blackhawk and Skycrane anim rate so recordings/live streams can see movement (Framerate)
-Grid3 Area markers updated.
-Repair logic added to the engineer for them to better maintain structures (All types)
-Repair wall removed from Wall Command Window (Engineers repair them manually now)
-Ripped out the old ad-hoc healthbar logic on the Command Post Click Truck and replaced it with Full Damage Character logic (for easier application of the repair logic, later)
-Also added logic to be able to change the healthbar position of the Full Damage Character, in order to align it better with the truck
-Engineers when repairing,building or call in structures now have special animations for all actions
-Dead Body optimizations and build size reductions
-Massive Optimizations to VRAM consumption, RAM and CPU spike times we are still doing more to bring this even lower. But on ultra it should peak at 3 GB RAM now and 3-5 GB of VRAM. GPU Render thread should also be a lot lower and not max out anymore
- HLODS regenerated for new dead body placements (Load times and overall performance should be better)
-Minimap enlarge bug fix that would cause it to malfunction and permanently break
ICYMI:
-In the next day or so, we will be getting rid of the Defense teams. We heard you and we know you wanted to have more soldiers and more control! We will be separating your teams into 4 squads: Alpha, Beta, Gamma, Delta. All of these teams will be considered "Away" teams in that they can go anywhere on the map even if you don't own the areas.
-Engineer Unit: The Engineer is now added in and will now allow you to build Barracks, Walls, CERC building, etc. anywhere on the map as long as you own the zone! Before, you were only able to do this at your base but we know this was a feature many of you had asked for!
1)Since the Engineer unit is brand new, you might run into more bugs than usual. Please ensure you're reporting these on our Discord here: https://discord.gg/cepheus-protocol
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 June 12-19 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!
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!
-Updated the buildings to say 'finished construction' instead of 'has landed,' if they're helicopter-type.
-Swapped Ensure function in the Building_Base to get the GameStateRef from the PC (instead of saving individual pointers per building: to save memory)
--Added several bits of logic to smooth out mouse-cursor and right-click-to-issue-construction-order logic for walls (and also to not issue a superfluous move order on top of said right-click-to-construct-order)
(Short version: mouse cursor should be much more accurate when hovering over not-fully-completed walls when engineers are selected)
-Fixed little bird,Blackhawk and Skycrane anim rate so recordings/live streams can see movement (Framerate)
-Grid3 Area markers updated.
-Repair logic added to the engineer for them to better maintain structures (All types)
-Repair wall removed from Wall Command Window (Engineers repair them manually now)
-Ripped out the old ad-hoc healthbar logic on the Command Post Click Truck and replaced it with Full Damage Character logic (for easier application of the repair logic, later)
-Also added logic to be able to change the healthbar position of the Full Damage Character, in order to align it better with the truck
-Engineers when repairing,building or call in structures now have special animations for all actions
-Dead Body optimizations and build size reductions
-Massive Optimizations to VRAM consumption, RAM and CPU spike times we are still doing more to bring this even lower. But on ultra it should peak at 3 GB RAM now and 3-5 GB of VRAM. GPU Render thread should also be a lot lower and not max out anymore
- HLODS regenerated for new dead body placements (Load times and overall performance should be better)
-Minimap enlarge bug fix that would cause it to malfunction and permanently break
ICYMI:
-In the next day or so, we will be getting rid of the Defense teams. We heard you and we know you wanted to have more soldiers and more control! We will be separating your teams into 4 squads: Alpha, Beta, Gamma, Delta. All of these teams will be considered "Away" teams in that they can go anywhere on the map even if you don't own the areas.
-Engineer Unit: The Engineer is now added in and will now allow you to build Barracks, Walls, CERC building, etc. anywhere on the map as long as you own the zone! Before, you were only able to do this at your base but we know this was a feature many of you had asked for!
1)Since the Engineer unit is brand new, you might run into more bugs than usual. Please ensure you're reporting these on our Discord here: https://discord.gg/cepheus-protocol
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 June 12-19 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!