Patch Notes - May 10
[h2]May 10, 2020 Patch Notes[/h2]
Before we dive into the patch notes, the team has been working on a new UI and we want to hear from you! What do you like, what would you change, anything else you'd like to see? Hit the "Discuss" button below and let us know!

If you had to pick between ammo showing on top of unit member's heads or notifications like "Reload!"?

-Significant optimizations have been made and graphics set from Low to Medium will see a huge FPS improvement. The team is still completing optimizations on graphics set on High and above.
-Chelsey AI Update:
1)Chelsey will now always seek to capture a priority zone if she doesn't own it but has territory adjacent to it.
2)If Chelsey has all priority zones visible to her, but owns priority zones that are not already level 2, she will focus on leveling up her owned priority zones that are under level 2.
3)If both of the above are false, she will behave as she did before.
4)She will prioritize a defensive bubble around her starting HQ. She will fortify and maintain these locations more effectively to max them out.
5)She will after a certain period of zone captures switch roles to staying under the protection of Red Zones and alternate between them to stay a moving target every 10 minutes or so.
-Added a 'ClearSaveLogic' call to the PC - to call when loading an empty save slot, to ensure Winters won't spawn alone.
-We made some save system improvement and in doing so there may be some issues with the current system (we recommend you delete your save slots and start over). We're still working on smoothing this out.
-Mini map has now been updated to show bridge.
-Loading a non save game after saving a game doesn't make Winter spawn alone anymore.
-Fixed a positioning issue with the turret ammo widget.
-Fixed stop montage crash.
-Armored Military Vehicle Material ID and texture map merged.
-Committing progress on texture resizing/clearing for optimizations.
-Adjusted 1k textures to trees.
-Downsizing/fixing several landscape textures for landscape and trees.
-HLOD regenerated for high impact buildings.
-Enabling Streaming on some textures as they were requiring more to render (another big win in optimization).
-Resized the title textures and made them streamable.
-Fixed resolution+streaming setting on numerous Team Panel assets.
-Resized+streaming-enabled market-related images.
-Resized+streaming-enabled more HUD images.
1)Due to scale of minimap 'size' button, it was changed as to not scale up with the minimap widget, so pixelation won't show.
-Updated RefillAmmo to loop through for every mag that it can give to available units.
-Updated the notification logic with a structure so it doesn't spam the notification feed.
-Fixed up the OldTown textures folder (they were 1048 instead of 1024.).
-Firetruck completed, uvs adjusted, and fixed.
-Firetruck material LODs generated for cars, some textures lowered, slow motion sound effect added.
-Ambulance texture added and fixed back window.
-SUV update.
-Sports car update.
-Weapon fix for reported crash.
-Improved readability of several fog of war actors.
1)Added fog of war settings to the GameInstance.
2)Updated the OptionsSave to include the Fog of War settings.
3)Added Fog of War quality and update sliders to the Game Options tab of the Settings menu.
-Certain wall collision adjusted for CERC units to fire over
-Fixed ragdolls and other various objects.
-Weapon physics adjusted so they won't roll around when soldier dies.
-Added Stop Montages when a character dies and start the Ragdoll shortly after.
-Added a safety to the Master to (after a short delay) grab Winter and zero out her pitch and roll.
-Added a 'MajorChangeDelegate' call into the LateLoad when reloading characters, to ensure their interaction widget will properly display their name.
-Updated fast travel to utilize a sphere radius and sprite, rather than a visualized box component. Also fixed the Naval Base garrison position.
-Quick fixed a fast travel issue.
-Disabled FOW dynamism and options setting for now.
-Fixed barracks intercepting right clicks.
-Made "cleared-but-uncaptured" infection zones repopulate their spawn node if left alone for two time-updates (i.e. 6:00 and 18:00 call a time update).
-Dropped update rate for Minimap POIs to twice a second (from 24 times a second).
-Added water and landscape materials for lower graphics settings.
-Removed landscape splines from Grid2 park.
-Adjusted LOD for some landscape components.
-"Tilted towers" update to material usage.
-Imported assets for minimap and crosshairs.
-Applied boat/truck minimap points of interest.
-Skybridge mat and mesh update.
-Cleanup of OldTown materials+textures.
-Added music manager shift to Base_Character C++.
-Fixed up some points of interest issues in the Master.
-Updated the POI size for the fast travel points.
-Reduced size of bark and large leaves.
-Fixed broken textures by adding the alpha back in and reduced sizes.
-Resized decals from emergency room and city asset pack.
-Horde system fix for preventing horde countdown from 'getting stuck'.
-Adjustments to pod infected dying oddly.
-Implemented new cursors (with offsets so they're lined up with mouse clicks).
-Car floating fixed across all instances across map.
-Landscape adjustments to fix the sinking goal near the pool in grid 06.
-Gave rain effect a much needed improvement (more opaque, more realistic).
-Resized textures so that they are on a power of two.
-"Defense team cannot move there" cursor update added (now it's easier to know where units can be moved to).
-Nerfed Flamethrower reserve ammo and mag (it was a little too OP).
-Horde is more aggressive towards attacking your zones and neutral zones player doesn't own taking the role of Chelsey around mid-game as the primary aggressor.
-Updated more zones to be marked priority.
-Updated player-owned Command Post icon to blue.
-Updated Hospital to start at level 2.
-Zone markers changed to white when they arent owned
-Zone markers changed to blue after being captured by CERC units.
Before we dive into the patch notes, the team has been working on a new UI and we want to hear from you! What do you like, what would you change, anything else you'd like to see? Hit the "Discuss" button below and let us know!

If you had to pick between ammo showing on top of unit member's heads or notifications like "Reload!"?


-Significant optimizations have been made and graphics set from Low to Medium will see a huge FPS improvement. The team is still completing optimizations on graphics set on High and above.
-Chelsey AI Update:
1)Chelsey will now always seek to capture a priority zone if she doesn't own it but has territory adjacent to it.
2)If Chelsey has all priority zones visible to her, but owns priority zones that are not already level 2, she will focus on leveling up her owned priority zones that are under level 2.
3)If both of the above are false, she will behave as she did before.
4)She will prioritize a defensive bubble around her starting HQ. She will fortify and maintain these locations more effectively to max them out.
5)She will after a certain period of zone captures switch roles to staying under the protection of Red Zones and alternate between them to stay a moving target every 10 minutes or so.
-Added a 'ClearSaveLogic' call to the PC - to call when loading an empty save slot, to ensure Winters won't spawn alone.
-We made some save system improvement and in doing so there may be some issues with the current system (we recommend you delete your save slots and start over). We're still working on smoothing this out.
-Mini map has now been updated to show bridge.
-Loading a non save game after saving a game doesn't make Winter spawn alone anymore.
-Fixed a positioning issue with the turret ammo widget.
-Fixed stop montage crash.
-Armored Military Vehicle Material ID and texture map merged.
-Committing progress on texture resizing/clearing for optimizations.
-Adjusted 1k textures to trees.
-Downsizing/fixing several landscape textures for landscape and trees.
-HLOD regenerated for high impact buildings.
-Enabling Streaming on some textures as they were requiring more to render (another big win in optimization).
-Resized the title textures and made them streamable.
-Fixed resolution+streaming setting on numerous Team Panel assets.
-Resized+streaming-enabled market-related images.
-Resized+streaming-enabled more HUD images.
1)Due to scale of minimap 'size' button, it was changed as to not scale up with the minimap widget, so pixelation won't show.
-Updated RefillAmmo to loop through for every mag that it can give to available units.
-Updated the notification logic with a structure so it doesn't spam the notification feed.
-Fixed up the OldTown textures folder (they were 1048 instead of 1024.).
-Firetruck completed, uvs adjusted, and fixed.
-Firetruck material LODs generated for cars, some textures lowered, slow motion sound effect added.
-Ambulance texture added and fixed back window.
-SUV update.
-Sports car update.
-Weapon fix for reported crash.
-Improved readability of several fog of war actors.
1)Added fog of war settings to the GameInstance.
2)Updated the OptionsSave to include the Fog of War settings.
3)Added Fog of War quality and update sliders to the Game Options tab of the Settings menu.
-Certain wall collision adjusted for CERC units to fire over
-Fixed ragdolls and other various objects.
-Weapon physics adjusted so they won't roll around when soldier dies.
-Added Stop Montages when a character dies and start the Ragdoll shortly after.
-Added a safety to the Master to (after a short delay) grab Winter and zero out her pitch and roll.
-Added a 'MajorChangeDelegate' call into the LateLoad when reloading characters, to ensure their interaction widget will properly display their name.
-Updated fast travel to utilize a sphere radius and sprite, rather than a visualized box component. Also fixed the Naval Base garrison position.
-Quick fixed a fast travel issue.
-Disabled FOW dynamism and options setting for now.
-Fixed barracks intercepting right clicks.
-Made "cleared-but-uncaptured" infection zones repopulate their spawn node if left alone for two time-updates (i.e. 6:00 and 18:00 call a time update).
-Dropped update rate for Minimap POIs to twice a second (from 24 times a second).
-Added water and landscape materials for lower graphics settings.
-Removed landscape splines from Grid2 park.
-Adjusted LOD for some landscape components.
-"Tilted towers" update to material usage.
-Imported assets for minimap and crosshairs.
-Applied boat/truck minimap points of interest.
-Skybridge mat and mesh update.
-Cleanup of OldTown materials+textures.
-Added music manager shift to Base_Character C++.
-Fixed up some points of interest issues in the Master.
-Updated the POI size for the fast travel points.
-Reduced size of bark and large leaves.
-Fixed broken textures by adding the alpha back in and reduced sizes.
-Resized decals from emergency room and city asset pack.
-Horde system fix for preventing horde countdown from 'getting stuck'.
-Adjustments to pod infected dying oddly.
-Implemented new cursors (with offsets so they're lined up with mouse clicks).
-Car floating fixed across all instances across map.
-Landscape adjustments to fix the sinking goal near the pool in grid 06.
-Gave rain effect a much needed improvement (more opaque, more realistic).
-Resized textures so that they are on a power of two.
-"Defense team cannot move there" cursor update added (now it's easier to know where units can be moved to).
-Nerfed Flamethrower reserve ammo and mag (it was a little too OP).
-Horde is more aggressive towards attacking your zones and neutral zones player doesn't own taking the role of Chelsey around mid-game as the primary aggressor.
-Updated more zones to be marked priority.
-Updated player-owned Command Post icon to blue.
-Updated Hospital to start at level 2.
-Zone markers changed to white when they arent owned
-Zone markers changed to blue after being captured by CERC units.