NEW BUILD: Gameplay Fixes, User Experience Fixes and CO-OP MULTIPLAYER
Alright everyone!
Big news this week; we've been putting a lot of time and effort into getting co-op multiplayer online, and you should now be able to really get in there and have some fun with a friend! We've been tweaking with the settings for a while, but this build should really start to show you some fun.
Also present in this build is a lot of user experience tweaks. Stuff like getting more visual cues for reloading, NPC identification and other small additions to make your experience more fun/efficient have been added into the game.
Again; we've spent a lot of time on optimization this build. You should see some better performance this go-round.
Here's you're full changelog
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Fixed issues causing retry after a game over to not always work correctly for multiplayer
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Throwable items get thrown significantly faster
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Extended fixes to gunfire and cover.
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Removed all instances of automatic move-into-cover paths at beginnings of encounters.
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Removed redundant green squares for quest locations.
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Miscellaneous improvements to the tutorial. There are a lot more pointers indicating what to interact with.
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Fixed issue where the start button would close the pause menu when trying to confirm soldiers for online play.
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Fixed issue with renaming soldier on the class selection page in squad creation where the soldier’s new name wouldn’t be shown differently after closing the popup.
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The information on the right for games to join when playing online now shows the average soldier level and current location of the game to join.
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Removed whitebox assets in the Medlab.
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Fixed numerous scene bugs with collision and pathfinding in the Park.
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The vehicles with doors open can again be used as cover.
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Fixed stuttering audio from happening on Game Over Screen and fixed localization for that screen.
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Chosen language is now properly loaded in subsequent playthroughs.
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Anti-aliasing setting now loads correctly.
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Removed extra squad member minimap elements present after getting a specific quest.
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Added new tutorialization to scrap and safehouse elements.
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Fixed pathfinding issue for the back door of the Docks pool hall.
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Nightmare's throwables are no longer targetable in command mode.
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Refactored the document finding quest in the Park, and fixed the missing localization.
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Moving the command mode camera over hilly terrain is now snappier.
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Fixed broken behaviors with the Spitter enemy type.
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Fixed issues with Human enemy responsiveness and choosing targets.
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Major fixes to the online menu including stability and new information for joining games
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Joining an online game can now require a password
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You now can see the server player’s character classes before joining a match to better help you choose which of your squad members you want to bring along
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Human enemies should find cover more easily in the urban district now.
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Added shootable CEO portrait to Office floor 20 final room with associated chievo.
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NPCs now display names above their heads when nearby or in command mode.
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Added option to spawn assorted enemies in place of a finished encounter.
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Removed unnecessary quest exclamations on Parks NPCs.
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Added rubberbanding to distant squadmates outside of encounters.
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Damage Over Time attacks (Molotov, Phosphorus) now do damage at random start periods.
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Added nametags to NPCs when nearby or in command mode.
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Fixed some bugs with shooting calculations.
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Improvements to squad ai when following the leader
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Fixed an issue with unfindable cover.
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Refactored the save game format. Saves are no longer tied to MasterSave.lord and can be shared independently.
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Fixed friendly fire issue with human enemies
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Fixed soldier equipment menu not showing the correct number of attachment slots for guns with less than 3 slots.
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Soldiers now show reload progress circle over their heads when reloading.
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Added ability to filter online games by game name or user name
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Updates to zombies being synced over the network
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Updates overall to reduce data being sent to increase efficiency
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Fixed some scene issues in the Residential District and Docks.
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