Patch #6: Huge Unity 5 Update
Changelog
Game upgraded to Unity 5 engine. Should have performance improvements. Fixed some pathing issues in the Parks Fixed ground in the Residential scene that soldiers appeared to hover over. Fixed inventory menu showing stat categories it shouldn’t for guns and gear. Fixed inventory menu not showing the weight stat for gear. Fixed issues where human enemies might react to being shot at by walking backwards. Fixed a series of events that could break the quest to obtain the keycard in the Docks. Fixed pink steering wheel in the Docks. Fixed pathing issues on the boat in the Docks. Fixed bug when using Provoke on the Nightmare. Fixed bug that occurs if the player tries to switch guns after loading up a save file in which the soldiers only have sidearms. Fixed enemy who might spawn on top of a streetlight in the outskirts near the beginning of the game. Popups on the main menu can now be closed with the cancel button. Fixed issue where both the join and host button on the online menu would show as highlighted when backing out from joining a game. Fixed supplies for the safehouse in the city that could be interacted with through a wall. Fixed issue where removing a vest or headgear while inventory is full would lose the item. Can now use B button or ESC to back out of New Game+ menu. Added code to make sure friendly NPC combatants do not shoot at you if you shoot at them. Fixed issue where trying to pick up two items quickly when you only have 1 inventory slot free would result in one item stuck floating in the air. Fixed issues with incorrect rarity color showing for item pickups Fixed Armor for gear that is upgraded never showing above 100. Now, if you access the map menu directly, pressing the map button will close the pause menu rather than prompting to return to the main menu. Fixed description of Breach & Clear M4 not showing correctly. Added Master Volume settings to the Options menu. This enables you to change the volume for everything at once. Added option to Keybind Settings to restore defaults. Setting keys for key binding now checks for key up, not key down. Added support for deleting saved files. Increased the size of the name text for interactables. Pickups now show what type of pickup they are with the interaction prompt. Added option to Options menu for whether or not to show damage tickers. Added option to Options menu for whether or not to show the kill cam. Fixed issue where player would be prompted to target a kill zone that had been placed in command mode. Added a particle effect to be played when the full heal tactic heals a soldier. Marmoset and all associated files removed from project completely. All marmoset shaders changed to unity 5 shaders Lighting upgraded to unity 5 friendly settings with near final results inUrban outskirts, urban hub, residential Deleted all the remaining substances in the environment. Character and weapon substances are still lingering Improved Rusher responsiveness. Increased resolution of vision cones. Fixed issues with loot crate IDs that affected both single player and multiplayer. Fixed some networking issues with loot crates. Fixed invisible colliders on the final floor of the sewers. Fixed bridge soldiers got stuck on on the final cave floor. Fixed pipes in the Utility Tunnels that could be walked through. Camera panning is no longer affected by auto aim. Auto aim no longer occurs if there are enemies within a close distance of where the soldier is facing. Fixed where a grip attachment is positioned on the AA-12. Fixed attachments not showing accuracy stat changes on the workbench equipment page. Fixed issue where some crates wouldn't add tactic to open if targeted in command mode. Fixed issue where sometimes lines wouldn't draw when targeting loot crates in command mode. Fixed propane tank at the gas station in residential that couldn't be shot. Improved responsiveness of Breeder to sounds. Fixed soldier name not showing up for a soldier that is revived while in command mode. Fixed issue with multiple input devices where the game would still consider the mouse cursor to be being used in some cases. Tweaks to input to reduce mouse control getting taken over by a controller in case the controller is accidentally giving input. The mouse will work so long as a mouse button is held down, and for a small amount of time after it stops moving. Fixed barrier player could possibly walk over in the docks. Changed terrain shaders for better performance, reducing passes on any terrain area by half. Added new conifer trees to the parks area, giving it a more mountainous feel. Added new broadleaf trees to the graveyard area giving it a more fall look. Fixed colliders in scenes to prevent soldiers and zombies from getting stuck. Added selection boundaries to every encounter to restrict movement selection to the encounter area to avoid false-positives when laying down move nodes. Refactored the “save the supply runner” encounter to have better pacing. Fixed safehouse exit trigger being finicky in the residential scene. Fixed issue where provoke effect might show on dead enemies. Cutscenes now clear out tactics for all soldiers. Using fast travel in command mode now exits command mode. Game now shows prompt to press start after the splash screens. Enemies are harder to stagger at higher levels. Loot crates no longer disappear after being opened. This makes them consistent with ammo crates and lets the player see where loot crates have already been found. A message now shows when the player tries to enter a dungeon while in combat. The player can now enter dungeons through command mode. Fixed pathing issues in parks. Fixed soldiers sometimes getting stuck when trying to open a door. Fixed issue where soldiers would start off dead or with less than full health when starting new game+. Previously they had the same health as they ended the game with. Fixed quest interactables that couldn't be interacted with in command mode. Fixed issue where couldn't talk to the civilian in command mode in the Residential scene. The office exit now says "Return to street" instead of "Return to surface". Fixed door in the pharmacy that couldn't be targeted in command mode. Fixed issue where path lines would stay showing sometimes from actions to interact with a quest item. Fixed not being able to successfully interact with the supplies on floor 5 of the office through Command Mode.