Three Maps, One Rebuild
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Robert delivers a dense, no-nonsense progress update covering two weeks of rapid development, bug triage, and content rollout. Treasure Island is now fully playable, serving as the foundation for the larger Bay Area world, while Alcatraz continues to receive structural and visual polish. Calypso—a fan-favorite legacy map—is being ported back in as a compact, corridor-driven scenario, giving players a third playable map in the near term and more variety while larger regions come online.A major focus of the episode is system stability. The fog-of-war and line-of-sight systems were partially rewritten to eliminate long-standing multiplayer crashes and desyncs, with scouting now required to reveal infection structures. AI navigation, builder pathing, and structure destruction were heavily tuned to reduce exploits, prevent network freezes, and improve overall RTS reliability. Visual clutter was cut back in operator mode, run mode returned, and clearer cooldown indicators were added across the UI.On the gameplay side, Robert previews ongoing work on save/load functionality, including world state, unit health, inventory, patrols, and shared economy rules for co-op sessions. Weapon balance continues to evolve with separate air and ground engagement ranges, bullet penetration returning for high-caliber weapons, and early prototypes of dismemberment and limb damage now live. New infected variants are in development, with nighttime “lurker” concepts aimed at making after-dark excursions far more dangerous.The episode closes with a roadmap update: short-term goals include finishing save/load, custom game options, and bringing ground vehicles back starting with the Ajax. Longer-term plans point toward doctrines, deeper operator polish, civilian evacuation, and eventually broader faction expansion once the rebuild fully replaces the legacy branch.