Summary
We decided to do another performance patch focused on GPU. We've now added options for anti-aliasing. Users with older GPUs (or who experience stuttering/lag) should try lower AA settings. We tested on a i5 4460 (CPU) and GTX 950 (GPU). Such a machine would be below our minimum requirements, and yet it worked fine. We noticed some controller lag when the chaperone came up.
We also included a much requested feature… scope for the sniper! It's now pretty awesome. We also increased the distance sniper bullets travel to go with this. Enjoy!
New
- NEW: Added anti-aliasing settings option to main menu
- NEW: Added render to texture sniper scope (currently fixed zoom)
Bug Fixes
- FIXED: Was forcing TemporalAA at max quality (was destroying FPS on anything less than a 980). Now default to FSAA x4.
- FIXED: Sniper projectiles now last for 3 seconds, not 1 second. Previously was impossible to shoot some distant targets.
- FIXED: Decreased near clip plane to allow weapons to get closer to your face.
- FIXED: Toned down physics on deployable crates to stop them from glitching out.
- FIXED: If a unit gets stuck they will now teleport to where they want to go after 5 seconds.
- FIXED: If a unit or deployable falls through the map for any reason, they will be respawned at the players base.
- FIXED: Grenades now respawn properly on defences if they've been shifted or blown away.
- FIXED: MG movement glitches badly when player hands get too far from MG. Now holding will be reset if player hands get too far from the MG.
- FIXED: MG damage too low. Now set to be twice as high. Still too low, but until we remove unlimited ammo it would be overpowered to increase it.
Urban
- Corrected helicopter flight path so that it no longer comes too close to buildings on approach and when flying away
- Added several nav-mesh blockers to help enemy units path through the city
- Adjusted enemy spawn points to stop units from occasionally spawning inside buildings and being stuck
- Simplified collision on many assets to improve performance
Next update
We delayed efforts on new environments and the replacement HQ because they require rebaking of levels and much testing, so that we could hurry this update out. Next update will have these and improvements to the tutorial.
We're currently planning out how to add more depth to the game with an initial focus probably on some logistics (fixed weapons running out of ammo and engineers resupplying them). Please feel free to discuss on the forums as we will take all the ideas we can from there.