In this update12
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Full In Country - Vietnam update
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Repeated intro
Hey Guys,
What changed
- UI and audio
- Fixes
- Performance
- Server
- Gameplay
- Balance
In Country - Vietnam changes
It’s been about 2 months since my last update, but I wanted to fill you in on some of the things we’ve been working on in case you’re not in the discord.
***Keep in mind, these are not in any particular order***
***Also please note, this game is a work in progress***
In Country - Vietnam: Development Update Summary
Note: This game is still a work in progress. Updates are not in strict order, but will be itemized monthly in the future.
Visuals & Effects (FX)
ADDED:
Bullet impact variations
Debris and spark FX for napalm
Bullet snap fly-by SFX with concurrency control
Enemy artillery FX and distant sound
FIXED:
Napalm emitter spacing, smoke appearance and color
Huey flyover pathing, detection, and rotation
Gunship replication issues and projectile direction
Artillery motion sync and impact behavior
ADJUSTED/TESTED:
Sound attenuation and EQ adjustments
Grass/foliage optimization for dense jungle rendering
Billboard and shadow complexity for large-scale AI stress tests
AI Behavior & Civilian AI
ADDED:
AI suppressive fire behavior
System where other AI can recognize when a piece of cover is already taken so they move on to the next available piece
AI morale system
Behavior that reacts when morale is too low in combat
Surrendering/running away logic to behavior tree when morale is too low
Huey’s that fly occasionally in AO
Sound to farmer using hoe
AI Farmer surrender behavior
FIXED:
Charging Behavior to constantly press player
Replication issues (threat analysis, voice lines, AI engagement, death sound)
Various bugs with RPG AI, rocket logic, and projectile replication
AI awareness and behavior improvements in high latency environments
Pathfinding and cover logic
Morale behavior refinements
Civilian reactions and farming logic
AI response to downed player states and LOS restrictions
Player Mechanics & First-Person Systems
ADDED:
Downed state FX, countdown, and visual indicators
Revive UI radial progress
Rain poncho, new aim transition effects
New weapon equip montages and binocular transitions
FIXED:
First-person sprinting, animation state bugs, and aim state toggles
Prone animation and recoil adjustments
Health pack logic, revive state, and death/respawn transitions
UI and camera effects for damage and explosions
Lobby, Main Menu & UI
ADDED:
Class selection icons and replication
Level select and weapon previewing in lobby
Final scoreboard system and war crime reporting
Master volume slider and blood/vignette shaders
Loading screen and .mov intro
FIXED:
Class selection sync
Countdown timer display for clients
Scoreboard and war crime display
Compass and objective UI tweaks
Lobby transition and class change replication
Wave Defense Mode
ADDED:
New Wave Defense map: Defend the Hill
Objective integration for wave logic
FIXED:
Wave jump bugs and AI child tracking
OPTIMIZED:
Volumetric fog, billboard rendering, and rain system for better performance
Development is on-going and I'm really proud of where we're at. Lot's more refinement is on the way, and these short gifs in no way show what the end-product will be but I like sharing what we're up to with you guys. As a small team (myself and two brothers), we're chugging along making the game we really really want to play. And if the game's good and runs well, we'll have done a good job :) One day at a time!
Source
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