BUILD UPDATE #005: Checkpoint

It’s been a little over two weeks since out last update, and we now feel we have just enough content for a new build. Build Update #005 is a relatively small, intermediate update to keep things fresh while we work on bigger thing (more info on that soon!).

NOTE: All servers must be updated to work with the newest build.

Highlights

New map for Terrorist Hunt: Storage Facility

A familiar map to our pre-Early Access backers, Storage Facility has returned to GB a lot closer to completion, with many of its issues fixed and optimization improvements. Though the map is currently only setup for Terrorist Hunt, more game modes will follow. Check out some samples below (courtesy of our local wizard Rangda):

A.I. suppression

We’ve finally worked the first pass of the A.I. suppression and cover system into the game. Enemies will now seek cover under fire and, depending on how suppressed they are, return fire from cover. As mentioned, this is a first pass—A.I. is still overall rough, but will continue to improve as we add and refine systems.

Patch notes

Build version: 1024
Steam ID: 3183851

FIXED
* FIXED OKP-7 reticule misalignment
* FIXED collision issue in Power Station stairwell that allowed player to jump into non playable area

AI
* Added more values for perception configuration, see DefaultAISettings.ini comments
* Updated cover point generator to generate cover points within a subfolder in outliner so things are easier to view etc.
* Added some more aim debug code
* Started moving different distinct state into sub-BT's to make overall BT clearer and to aid reuse and reworking of individual behaviors
* Added suppressed BT to handle state where AI is suppressed by an unseen enemy, still work to do to flesh this one out
* Added slightly clearer handling of focus, as movement was resetting focus on completion needs to be split into focus component

CONTENT
* Changed out some trees for new versions on Storage Facility
* Reduced wind settings on Small Town
* Added PhysMat settings to some marketplace materials
* Optimized foliage meshes for less overdraw
    * Main grass mesh (should help all maps that use it)
    * Distant tree billboards in Storage Facility
* Storage Facility
    * Finished art pass
    * Cleaned up PostProcess volume placements
    * Thinned tree placement a bit to help rendering

* Added TH-StorageFacility to package list
* Removed DV-StorageFacility as its no longer needed
* Added IsLocalPlayer to light optimization stuff in map BP

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