Clandestine

Clandestine

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Atomic Jun 18, 2015 @ 9:17am
Changelog [version 0.7.1]
Hi all! Here you can find the changelog of the updates that we have released, starting at 0.7.1 Please feel free to report bugs in the Support Forum.

Version 0.7.1

Since our big update last week we have been able to fix a number of bugs, thanks everyone for the feedback! Remember if you experience any bugs with the game please do report them on the Support Forum.

Here is a link to the Update 0.7 Rundown Video we made.


BUG FIXES
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  • Fix reloading issue with guns in coop
  • Fixed the bug where launching hacker tools (DDOS/Virus) during the tutorial might break them
  • Fixed the bug where reseting to defaults sometimes does not revert to defaults
  • Fixed the bug where the intel count might not be correct in the footprint evaluation
  • Fixed the bug where setting some video options settings might not be reflected in the hacker camera
  • AI can see and shoot through fence doors
  • Replaced three old bikes in Interpol with new ones
  • Fixed some item spawners appearing on the wrong floor in the tactical map
  • Fixed a floating decal in Interpol
  • Fixed the pager pickups in Mexico not being pickupable
  • Fixed a couple of readable objects in the HQ not being readable
  • Added bloom to the HQ comm centre screen
  • Fixed the 18-wheeler truck trailers not being climbable
  • Fixed a climbing bug with the enterable construction trailers and containers
  • Tweaked the layout in the warehouse network in Mexico
  • Fixed the glass hallway in Seidel Technik occluding the exterior
  • Removed an old flare from a modern wall lamp (used in Seidel)
  • Fixed email client for the spy
  • Fixed chat writing on keypadhud
  • Fixed tagging enemies that could despawn as it breaking the tagging system
  • Fixed firewall colors not being reset properly once they were reset
  • Fixed a bug where the crosshair spread logic would be updated in the OnGUI() update, making it fluctuate in low framerate.

Version 0.6 & 0.7
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Changed Lobby and Mission Selection
The player can now host a private or public game and go to the new HQ from where a mission can be selected. Players can join public games filtered by the game type: Story, Challenge Map, or HQ.

Added Kingbridge Executive HQ
The HQ serves as a lobby for co-op games, and contains narrative content:
  • Martin is playable as 3rd person character in the HQ
  • Four characters to talk to (including Martin, in singleplayer)
  • Readable text files with a little extra background information for the storyline
Added Mexico prologue/tutorial level
- Players can now play the actual campaign tutorial level.

Baked lightmaps for all levels
- All levels now have baked dual lightmaps, which make for a substantially better looking game in general.

All character shaders updated to account for indirect light
- Now that characters get indirect light from baked lightprobes in the scene, we can use Unity's built-in BlinnPhong instead of our own Ramp lighting model. This has three major advantages:
  • BlinnPhong works with Deferred Rendering, which ensures much more consistent lighting (no more point lights affecting Katya through a wall),
  • we now get full detail from the characters' normal maps, whereas all the textures were being smoothed out before, and
  • we now have proper specularity on all the character materials.
Text Chat
- Now hacker and spy can talk to each other by pressing "T"

Save system
- Player progress is now saved when they hit checkpoints (not relevant for Challenge missions).

Checkpoints
- If the spy is incapacitated during the game, the game will reload the last saved checkpoint instead of starting from beginning (this is applicable to the Challenge maps)

Cover system improvements
Various changes have been made to the cover system:
  • Enter and exit animations have been sped up
  • Stand move animations have been replaced with faster versions
  • Crouch move animations have been sped ud
  • You can now aim in 360 degrees in any cover state
  • Cover is now manually set up by level designers to eliminate procedural edge cases
  • Katya is now moved by code instead of root motion
  • It is now possible to switch between certain cover corners (mainly at doorframes)
  • You no longer leave cover by pressing a direction away from cover
Cover visibility angle changed
- When in cover, the player is garanteed to not be visible to AI if within 90 degrees in front of cover. This used to be 180 degrees.

Camera collision avoidance
- The camera will now smoothly sweep in and out as it is about to collide with the environment, instead of popping in and out.

Alarm investigation revamp
- Setting off alarms will now spawn three reinforcement AI as well as attract any AI within 10m (pathfinding distance). All AI will be aware of the player's position when the alarm is triggered, one AI will be responsible for turning off the alarm. If reinforcements are disengaged, they will finish whatever investigation is currently going on and walk to a despawn location to despawn.

Security zone map visualisation
- Public security zones where Katya can move freely in the low profile outfit now appear as blue areas on the Tactical Map in the hacker view.

Security cameras and detectometers
- Security camera player awareness now works like AI player awareness. SecCam awareness speed is however locked to 2 sec, where AI awareness varies on a range of conditions.

New AI voice responses
- Implemented new AI responses for certain situations and events.

Voice-over!
- All dialogue and one-liners now have full voice-over!

Audio improvements (new audio system)
  • New environmental audio system:
  • Levels now have sound environment zones for reverb etc.
  • Everything the spy hears is audible to the hacker as well, with radio filter applied
  • Sound effects are muffled by doors and redirected by walls
  • More sound effects have been implemented (doors and environment ambience)
  • More to come in the future!
Loading status and hints
- Player can now see the loading status (Loading game or Waiting for other player) and the game hints.

Removed popup in pagers
- Pagers now work by just clicking on them on the tactical map once they appear.

New and improved post-process effects
- Built-in SSAO and Bloom full-screen effects have been replaced with more advanced third-party alternatives, and the pixellation effect on the hacker's camera feeds has been replaced by a dirty lens effect that makes use of the new Bloom

Added home node
- The home node is the node where hacker is spawned at the beginning in the network view. The admin cannot kick out the hacker if the hacker is on that node.

AI acts
- AI can now play various custom animations at patrol points, like smoking a cigarette or looking out a window

Ignore footsteps in public
- If you are running in public and the AI has no memory of you being a threat, then the AI will ignore your footsteps.

Reinforcements and AI spawner revamp
- AI spawners have been refactored for the new save/load system, and for the new reinforcement and mission script spawning.

General investigation changes
- Investigations will no longer cancel each other out, meaning there is no longer a three person limit to an investigation. If one investigation is going on and a second is started, the initial investigator will participate in the new investigaion. Dead body investigation can now only be triggered by AI that are not in combat and not already investigating.

More precise gadget throwing
- Gadgets now follow the throwing arch precisely.

Camera hitbox
- The AI can now see and shoot the player camera instead of the players body, if the player is aiming and the player's body is not visible.

Blind animations
- AI will now play blinded animation instead of stunned animations when flashbanged.

Game Over overlay screen
- In tutorial, the Spy is informed why they have failed the mission (missing on Hacker side currently)

GPU and CPU performance optimization
- Optimized GPU performance in the hacker side, decreased texture memory use.
Optimized physics performance

New shooting animations
- Faster, better, and with no inverse kinematics glitches.

Added weapon sway when aiming
- makes long range head shots more difficult

Several weapon balance tweaks
- weapon stats are now more consistent and better balanced against each other and against the new weapon sway

Optimised the navigation in Helios and ConstructionSite
- New streamlined navmeshes are more accurate and may run slightly better.

Added a couple more cars for cover in the streets in the Helios mission

TacMap marker head position
- AI and player marker on the hacker's tactical map now represent the position and rotation the character head instead of the character controller position.

Detectometer transparency tweak
- Increased transparency for detectometer when target is not visible

AI accuracy
- AI will now shoot single shots at high accuracy when standing still and 2-4 shot bursts at low accuracy (10%) when moving. Accuracy is now also based on the weapon they are using.

Low profile hidden weapon
- Holstered weapon is now hidden in low profile

AI throw hostility
- Throwing is now considered hostile behavior by the AI

Footprint manager and objectives manager now reflect player's actions more precisely
- Players can now see their Intel Points and Footprint once he has finished a mission
- there are some known issues with the objective confirmation and intel gathering

Improved glass shader
- Transparency, specular, and reflection is now being handled separately in the glass shader

New water shader
- The water in the construction site uses a new water shader that runs better AND looks better.

Friendly shooting prevention check
- Implemented a check that prevents the player from shooting friendly civilians

AI leg and armor damage
- AI armor now absorbs only 40% damage instead of 75% and leg damage is now 60% instead of 25%

Health tweaks
- Player now only takes 50% bullet damage (equivalent to what normal difficulty will be).

AI cover animation import
- Fixed cover various animation imports for AI

Climb tweak
- Increased climb range from 1m to 1.5m (2.25 when running) and add more animation blending for climbing animation

AI combat engagement distance tweak
- Tweaked AI combat behavior, so that they will to engage the player a further distance.


BUG FIXES
-------------------------------------------------------------------------------------------
  • Fixed Katya's lighting changing when you zoom
  • Fixed pager not being pickup-able after throwing it
  • Fixed a bug where acts would not be played over the network
  • Fixed switching to hacker mode when typing H into a PC password field
  • Fixed a bug where security camera raycasts to the player would be blocked.
  • Fixed a bug where the gadget trajectory would stay up when going into hacker mode
  • Fixed a bug where all guard would be alerted if an alarm was set off
  • Fixed a bug where act would not resume when interrupted.
  • Fixed a bug where the stun behaviour could be interrupted by for instance impacts.
  • Fixed a bug where the ai would make a full stop when reaching a waypoint
  • Fixed a bug where the player could shoot herself
  • Fixed a bug where the player would be taken out of the run state when opening a menu.
  • Fixed a bug where it would be possible to enter cover while climbing or falling
  • Fixed a bug where the security cameras could rotate over its bounds when the player was visible to them.
  • Fixed a bug where the AI would pop into the aiming animation when unholstering.
  • Fixed a bug where you would be able to sprint indefinitely
  • Fixed a bug where door would not open for the AI
  • Fixed hitboxes
  • Fixed a bug where extra gun would be spawn when networking
  • Fixed a bug where the gun would disappears on the client side when you pick up the gun
  • Fixed a bug where gun attachments would not be setup over the network
  • Fixed a bug where the acts would sometimes not play over the network
  • Fixed a bug where reinforcement would not appear in Helios Microcomupting
  • Fixed a bug where reinforcements would all look exactly the same
  • Fixed a bug where the player camera would collide with bushes
  • Fixed a bug where the crosshair would appear when zooming and unarmed
  • Fixed a bug where the drop gun animation would be played multiple times
  • Fixed a bug where you could reload your gun or use the Bashee while doing a takedown
  • Fixed a bug where the AI could not see through glass
  • Fixed a bug where the AI would react more strongly to the impact of a bullet than the source of it
  • Fixed a bug where the AI could see the player when blinded by a flashbang
  • Two surveillance cameras on the top floor in Interpol overlapped in the tactical map - moved one of them
  • Fixed a bug where the material color in the NPC hair shader wouldn't show up when not in direct light
  • Fixed a bug where the AI would turn in the wrong direction when entering combat
  • Fixed a bug where the camera shake when getting shot only happened when in chase cam
  • Fixed a bug where the player would be forced into the stand walk idle state whenever the equipment wheel, hacker GUI or the pause menu would appear.
  • Fixed a bug where the reload animation would not blend as the player would change state.
  • Fixed a bug where reload animations would be played on top of cover aim animations
  • Fixed a bug where you would be able to rotate the camera when zooming and having hud open
  • Fixed a bug where Katya and Martin would not collide in KBE
  • Fixed a bug where AI would get stuck in cover
  • Fixed a bug where the player would get stuck in elevator UI







Last edited by Atomic; Oct 8, 2015 @ 6:31am
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Showing 1-4 of 4 comments
ferality Jun 18, 2015 @ 5:01pm 
You guys have been busy :) can't wait to try it out, thx for the update
Sir. Burgor-Lord Jun 18, 2015 @ 11:26pm 
Updating now! Looking foreward to it massivly! I'm even getting a new mic tomorrow so if it turns out good I'll be recording it. I'll let you guys know right away if I encounter issues such as performance, glitches, bugs, slow downs, quality errors in such things as textures, post processes effects, models/model textures as well as animations. (Being a 3-D Modeler and Animator I really have a nasty habbit to notice some things.)

Looks like you guys are busy at it! Keep up the good work! This will be a great game I know it!
Jonas  [developer] Jun 20, 2015 @ 7:33am 
Thanks guys, especially if you encounter any performance bugs, it'd be great to hear when and where they occur, as well as how bad they are :)
76561198112214175 Jun 21, 2015 @ 10:28am 
You guys really don't disappoint, do you? No wonder you were quiet for a while!
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Showing 1-4 of 4 comments
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