The 17th of July marks Codename CURE’s first year on steam (via early access). Although there is no official update currently ready for public release, I would like to post a progress update of the most notable events/milestones from first release to now, along with some information and media of what’s currently being worked on.
In the year that CURE has been released on steam, it has accumulated over 1.2 million activations, and has gained over 80% positive user feedback, something I am extremely flattered by and grateful for, which has inspired me to continue to work on / support the game thus far. I would like to say a huge thanks to those members of steam community who have enjoyed their time playing so far and rated it up.
Since the games original release it has had received several updates, to fix issues, balance gameplay, and add additional features, some of the more notable examples to date include the addition of:
A new gamemode “Survival”, in which players need to survive infinitely increasing waves of zombies, gaining new weapons as they go along.
A training mode to help introduce new players to the games mechanics.
An in-game vote system, for kicking abusive players, or changing the difficulty / maps.
Official maps e.g. trainstation/house/neighbourhood.
New bots built from the ground up, to play the game more effectively, co-operating with players either playing solo or filling empty slots in servers.
The game also held a very successful beta / feedback program in both January and March, for the development of the new bot AI. This development was done as a part of my final year project / dissertation at university. For this work I received a First class result, and have consequently been selected to receive the “Microsoft Prize” later this month, both of which I am honoured with and very proud of. Over 300 members of the CURE player base participated in the feedback surveys, and I am extremely grateful to them for their feedback, suggestions and help in validating my work.
Last but by no means least, I would like to mention Jackerino; who started working on the project with me officially in January, and has since made great strides with the games graphical fidelity. He is currently heading up cartography (mapping), player/weapon skins, animation, and generally anything cosmetic. Many of the graphical improvements you will see in the next update (release TBD) are as a result of his hard work, and I cannot thank him enough.
As that wraps up everything so far, let us look to the future of the game. Currently we (myself and Jackerino) are working on a number of features / changes including:
High quality remakes of all current official maps
Cinematic vehicle escapes
Skins for weapons / players
Skin selection system
New zombie animations
Some of these items are near completion (see screenshots below), others we are still working on, however there will likely be some form of beta testing for these items (again release TBD) before moving onto our final set of goals. These will likely be:
New original official maps for current gamemodes
Additional cosmetic work including an updated trailer and capsule/logo images
Workshop support (most likely for custom maps or cosmetic mods)
With the plan being the above additions will constitute a final release (i.e. coming out of early access), however all the items in this list are work in progress and potentially subject to change. If you would like to keep up to date with what we are working on, you can find mine and Jackerino’s progress lists here: http://steamcommunity.com/app/355180/discussions/0/361787186438772478/ and here: https://steamcommunity.com/app/355180/discussions/0/361787186434830809/ respectively.
And with everyone fully updated, happy birthday CURE!
CURE Live Update s1.3.1
A live update to Codename CURE has been released
***SERVER ADMINS WILL NEED TO UPDATE ASAP***
Changes in this version (since s1.3):
Features:
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Introduced player vote kick temporary ban
- When a player is kicked by the vote kick option, they will have an automatic 5 minute ban period, where they cannot simply re-join the server straight away (server admins can adjust this time via sv_kickbantime)
Engine update – bringing back into line with CS:S / TF2 / HL2DM branches (again)
- Fixed some potential security issues
- Fixed an exploit that could be used to crash dedicated servers
- Added master server version / patch number support (servers versions can now be differentiated between in the master server browser i.e. outdated servers should no longer show up)
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CURE Live Update s1.3
A live update to Codename CURE has been released
***SERVER ADMINS WILL NEED TO UPDATE ASAP***
Changes in this version (since s1.2.1):
Features:
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BOTS! New friendly AI created from the ground up, featuring:
- Ability to play as every class
- Use of equipment such as sentry/chest/survival resupply
- Enhanced path finding
- Improved door/elevator/vehicle/obstacle detection
- Item / survival chest collection
- Bot names text file based
Survival chest overhaul
- Weapons are now randomised at wave end time, showing players exactly which weapon they will receive
- Adjustments to what weapons will be received in each round, with increased likelihood to get primaries one wave earlier
Aim down sight (ADS) overhaul
- Increased speed of ADS
- Improved network performance / prediction
- Added option for player to select between hold and toggle (via cl_adstoggle cvar)
- Fixed holding in toggle mode flicking in and out of sights
- Fixed visible sniper view model whilst scoped
Changed credits menu item to use the steam overlay browser
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Fixes/Tweaks:
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Minor tweaks to all official maps (mostly nav based for new bots)
Fixed first person deathcam glitch
Fixed some exploits of both csv maps
Fixed sniper zoom level change bug
Fixed 2048 kills scoreboard bug
Bot fixes
- Fixed trying to collect ammo through invisible walls
- Tweaked collection / follow priority to reduce indecisiveness
- Improved dual pistol accuracy
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CURE BETA - Update 1.3b (and bot feedback CLOSED)
The beta branch has been updated with a new version of the game for testing, for details on how to opt-in to this version please see this guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=580567274
The bot feedback form is now closed, thank you to everyone who has participated.
Part 2 of the bot feedback form will also be taking place for new prototype bots (see below), the feedback form is accessible in-game via the "RATE THE NEW BOTS!!!" menu item... please remember to try out the new bots in a number of scenarios before completing the form
Changes in this version (since live branch s1.2.1):
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BOTS! New prototype friendly AI created from the ground up, featuring:
- Ability to play as every class
- Use of equipment such as sentry/chest/survival resupply
- Enhanced path finding
- Improved door/elevator/vehicle/obstacle detection
- Item collection
Minor tweaks to all official maps (mostly nav based for new bots)
Changed credits menu item to use the steam overlay browser
Fixed first person deathcam glitch
Fixed some exploits of both csv maps
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CURE - Bot feedback form (Closed)
As a part of a dissertation project, the development and evaluation of new prototype friendly AI (bots) for Codename CURE will be taking place.
Part of the evaluation is based on player feedback / opinions of the current bots compared with the new prototype bots - starting with a feedback form for the former, and following up with a second similar form for the latter (following a testing phase).
For anyone who is interested in participating please complete the following survey:
https://docs.google.com/forms/d/10XhSehdyzmBQU4HJWroFGiFRt579BBHsnsCimYg-0Ts/viewform
The initial feedback form is now closed, thank you to everyone who participated. There will be a second form upon the release of the new bots being worked on, for comparative purposes.
Watch this space…
CURE Live - Update s1.2.1
Happy new year all.
Update to the cure live branch which brings many of the beta features into line with the live version, along with some fixes and changes - including:
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Ported to latest source engine version
- bringing with it many changes and fixes in itself
- includes but not limited to "Client/server memory improvements"
New gamemode: Survival
- An infinite hold out senario where players must survive waves of zombies of ever increasing difficulty, whist resuppling with in-between waves with random weapons (weighted to particular tier depending on the wave).
- Added seven new achievements specific to the mode
- Some tweaks and fixes as a result of beta testing
Two new maps:
csv_neighbourhood (created by Jackerino)
csv_house
- Created for use with the survival mode
Added option for server admins to disable parts of the vote system
- via sv_allowvotekick, sv_allowvotediff, sv_allowvotemap
Added an option for server admins to enable teamkill punishment (via sv_teamkillpunish)
- attacking players recieve the damage they inflict and then some
Improvements to sentry / chest planting on un-even surfaces (such as terrain)
Sentry / chest pickup detection improvments (and can now be picked up with use key - E by default)
Improvements to grenade pickups
Fixed a server crash relating to incendiary grenades
Tweak to bomb plant hint UI (stopping bottom of text being cut off on certain resolutions so that E looks like F)
Updated German translation courtesy of: Swordman
French translation encoding fix
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Patch 04/01/16
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Fixed a server crash relating to spawn points in csv_neighbourhood and a number of exploits in said map
- server admins will need to update to prevent (map differs from server issue)
Added an ammo cleanup system
- all but 10 of each ammo type will be cleaned up at the start of each wave to help with game memory usage
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Patch 05/01/16
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Fixed an issue caused by some server plugins causing assert breaks (hangs) in windows client binaries
Fixed an exploit in csv_house
- server admins will need to update again to prevent (map differs from server issue)
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Patch 13/01/16
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Fixed a few more exploits in both survival maps csv_house / csv_neighbourhood - again server admins will need to update to avoid map differs issue
Added some new texture packs to give level makers more selection, created by:
- TopHATTwaffle / CG Textures
- Prototstar
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Good luck and have fun ;)
CURE BETA - Update s1.2.1b
A new beta branch has been launched for the purpose of testing new / experimental features. For details on this and how to opt-in please see this guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=580567274
Changes in this version (Since live branch s1.1.5)
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Ported to latest source engine version
- includes but not limited to "Client/server memory improvements"
New gamemode: Survival
- An infinite hold out senario where players must survive waves of zombies of ever increasing difficulty, whist resuppling with in-between waves with random weapons.
New map: csv_house
- Created for use with the survival mode
Added option for server admins to disable parts of the vote system
Added an option for server admins to enable teamkill punishment (via sv_teamkillpunish)
- attacking players recieve the damage they inflict and then some
Improvements to sentry / chest planting on un-even surfaces (such as terrain)
Sentry / chest pickup detection improvments (and can now be picked up with use key)
Improvements to grenade pickups
Tweak to bomb plant hint UI (stopping bottom of text being cut off on certain resolutions so that E looks like F)
Updated German translation courtesy of: Swordman
French translation encoding fix
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EDIT: Patch 22/12/15
Various fixes relating to survival mode:
- map change
- vote system
- weapon pickup / balances (now more weighted towards primaries in later waves)
CURE Update s1.1.5
Changes in this version:
New training mode, to help show players the basic controls / game mechanics
- accessible via "TRAINING" option on the main menu
New in-game vote menu system for players to Vote Kick, Change Difficulty and Change Map
- default X key to bring up the menu, operated with 1-9 keys
New in-game chat call out menu system for common phrases (e.g. Yes, No, Help!, Move out, Deploy chest etc...)
- default C key to bring up the menu, operated with 1-9 keys
Throwing a grenade performs a chat call out to warn other players
Slight decrease to the wait time for the initial zombie spawn
Altered the bomb plant hint font so it can be read more clearly
A number of fixes / tweaks to all current official maps
Fixed some font sizes on Mac OS (e.g. quick info / crosshair)
Fixed some memory leaks relating to keyvalues and server tag updates
French translation updated by Sacha Collin
CURE Update s1.1.4
Changes in this version:
New official map cbe_trainstation
A number of small tweaks / fixes to all current maps ("map differs from server" will occur until server admins update)
Allow server admins to disable freindly fire via "mp_friendlyfire" cvar (enabled by default)
Increase to the minimum spawn distance for zombies
Slight decrease to zombie attack range
Decrease to the total number of zombies to spawn in a full wave for skilled or higher with 4 players or more
Damage buff for PSG1 vs zombies chest
Accuracy buff for Galil
The create server menu has "Internet" selected by default to help reduce the class C issue
Bug fix for players respawning with players crouched under low ceilings
Adjustment to the way the chest is planted in lifts / tracktrains prevent falling through / getting stuck
Added cheat cvar "sv_bunnyhop" for those who want to do single player speedruns etc... (disabled by default)
Spanish translation added by Frank Vega
Russian translation added by Aztec
CURE Update s1.1.3
Changes in this version:
Fixed the options music volume slider
Fixed the multiplayer tab in the option menu
Fixed the in-game mute players dialog
Fixed a rare case where players could join a friends menu via steam join game
Temporary fix for players being pushed out of the lift by a supply chest
Addressed some of the "console spam"
Encrypted weapon script files to prevent servers from setting some insane values
Nerfed player’s ability to "bunny hop" to encourage team fair play
A number of map fixes / changes to prevent players getting outside the confines of the map
Cityblock slight increase of bomb timer / quicker post bomb door opening
Office / Bunker camp managers introduced at the beginning of levels to encourage team fair play