Summary
This is our first update. We focused very heavily on optimization. There was a number of easy tasks we undertook to improve performance, particularly on CPU bound machines (such as those with an i5). Hopefully this will target the frame lag that some users have been reporting.
We delayed our content update for a future patch so that we could get this out as fast as possible. So new environments will be coming out in our next update. Thanks so much for your feedback everyone!
If you are concerned you don't have the update, try restarting steam. If that still doesn't work, try using "verify cache" to ensure you have the latest versionKnown Issues
- BUG: Units can become stuck by attempting to enter an inaccessible defense. Such as buildings placed on roads in the Urban environment
- BUG: Unoptimized building colliders on Urban map can still cause CPU lag for some machines
- Edit: GPU bound users may still have issues. A new patch tomorrow will try to address this.
General
- NEW: Added tail and strobe to helicopter
- FIXED: Optimized colliders on a large number of world objects, reducing the overall hit on the CPU
- FIXED: Depth of Field was being calculated causing significant performance hit on many machines
- FIXED: UI not being properly destroyed when a defense is blown up.
- FIXED: Sniper unit sometimes dropping their gun on possession.
- FIXED: Building placement clipping through the terrain. Building now calculated based on terrain not a flat plan, supporting future maps.
- FIXED: Units sometimes not being able to get to their target location and permanently breaking.
- FIXED: Deployable crates sometimes colliding with the helicopter blades and being flung off into the distance.
- FIXED: Defense placement being allowed on the helipad and stockpile.
- FIXED: Pistol round casings dance comically when colliding with the terrain
- FIXED: Cursor was too emmisive and was causing excess bloom when placing deployables.
- REMOVED: Grass and mud has been removed due to cost of transparency. Will return later as mesh objects.
Tutorial
- Smoothed out problematic hill next to the base (was breaking unit assignment)
- Enclose all but the front of the base to help prevent confusion as to where the player should be facing
- Moved explosive barrels back a bit to prevent accidents
- Disabled shadow casting on river and pond
- Thinned out the trees and bushes on the visible parts of the map, removed many that the player will never be able to see or were inside of other trees/under the ground (~150 instances removed)
- Removed bottom light-blocking floor (no longer need w/ removal of Time of Day)
- Removed truck spawns to prevent potentially breaking flow of tutorial
- Removed duplicate river actor under map
- Removed duplicate pond actor with a null mesh value
- Removed several grass-card actors with null mesh values
- Removed Farmhouse_With_Rail actor with null mesh value
- Removed extra HQ label planes
Forest Environment
- Smoothed out problematic hill next to the base (was breaking unit assignment)
- Removed shadow casting on the giant clouds, river, and pond
- Added several navmesh blockers to prevent enemies from walking through trees
- Removed bottom light-blocking floor (no longer need w/ removal of Time of Day)
- Removed duplicate river actor under map
- Disabled shadow casting on river and pond
- Removed several trees/bushes that were never visible to the player or inside other actors/under the ground (~50 instances removed)
- Added a couple more explosive barrels on an approach that had none
- Removed fallen pine tree, seemed too out of place
Urban Environment
- Added/Swapped in some new assets (buildings, some cars, etc)
- Altered & added some obstacles in the streets slightly to change enemy pathing and sight-lines
- Re-positioned some of the rooftop snipers to lessen chance that they can't be seen or fall down
- Moved the Hesco barriers inside the base to the corners of the helipad and stockpile instead of intruding into space players may want to build structures
- Moved engineer's rally point a bit closer to the center of the base to decrease how vulnerable he is to waves near the stockpile
- More evenly distributed enemy spawn points
- Removed leftover instance of old smoke particles
- Moved HQ and Med Tent in slightly to more easily allow a defensive structure to be placed behind them
Desert Environment
- Added in some additional background detail
- Added a couple obstacles on one approach to better break up sightlines and enemy pathing
- Moved engineer rally point slightly to reduce vulnerability
- Added a couple more natural boundaries to the base to even out defensive gaps
- Added ability for enemy snipers to spawn around the map
Alpine Environment
- Rescultped the mountains to look a bit more natural
- Adjusted color of fog - some of the red was lost in previous lighting changes
- Removed the light pole in the middle of the play space and replaced with an invisible spotlight to slightly increase visibility
- Evened out spacing of fires to be more useful to detect incoming enemy movement
- Remade the power lines and added a blinking light
- Tweaked drop off locations for enemy transports to prevent some nav-mesh issues
Next Update
There will be another update this week focused on further bugfixing and some new content. We've got two new environments nearly complete and a new HQ building is ready to replace our placeholder one!