Greetings Operatives; Join us for Codename CURE's 7th birthday event + developer stream (or 9th if you include early access release period). Starting Halloween around 20:00 (UTC) we will be running our annual developer play-through of CURE I, anyone is welcome to drop in/out in-game during but slots are extremely limited (what with being a 5 player game), so we will also be streaming the event here on steam! This hallowversary event follows the very special announcement of an upcoming sequel 'Codename CURE II' so if you haven't already be sure to check that out and wishlist below: https://store.steampowered.com/app/2810210/Codename_CURE_II/
We've been incredibly excited to make this announcement, and the time is now here. Finally, we can reveal the reason why we've been updating Codename CURE these past few months. There's a lot to go through, but, the most important announcement, first. Thanks to the incredibly positive feedback, as well as all the communication we've done with you as community members, we're now very happy to publicly announce Codename CURE II. [previewyoutube=1l1YhrPVAxo;full][/previewyoutube] https://store.steampowered.com/app/2810210/Codename_CURE_II Don't forget to Wishlist by clicking on the widget above to access the Store Page! Before we get into the details of that, however, first, let's talk about what was added to CURE I. (It's wild, finally saying 'CURE I')
Codename CURE I - Industrial Update
CURE I Industrial Update! we've added a brand new Survival map. 'csv_industrial'. It is a thorough and detailed remake of a classic custom map that was made before I, (Jackerino), was even an a official developer.
The remake of industrial is vast and complex. It features multiple fully detailed areas which open up over time, random encounters, traps, and all sorts of other goodies, including plenty of secrets for players to discover.
This new map will likely be the last major update to CURE I as we shift focus to CURE II. We just wanted to make sure CURE I players didn't get left behind as we move concentration over to the sequel. While we likely won't be releasing new content, we will still continue to support CURE I as best as we can, for as long as we can during CURE II's development. We've been very happy to have come along for the ride with you all.
Now for the very large Elephant in the room...
Codename CURE II has now been officially revealed to the public. We're extraordinarily proud of this game and we're very eager to get it in your hands as soon as we can. Codename CURE II, will be a Free-to-Play co-operative military zombie shooter, but unlike CURE I, it will be on a modern game engine, with a lot more features, polish, quality, and secrets that make the game truly stand out; it's going to be everything we've ever wanted CURE I to be, and then some, including many features that were requested plenty for CURE I, but we simply couldn't do due to the technical limitations at the time. CURE II will have a much bigger focus on the procedural aspects of CURE I, evolving the formula in a very natural way, with responsive environments, a large focus on immersion, a variety of weapons, and various other features that we'll be very excited to tell you all about. With that being said, if you'd love to learn more, make sure to keep your eyes posted on the news section and discussions in the community hub as well as on our Discord.
How can we support Development?
While we have an internal ETA that we reasonably expect to reach, if you'd like to help speed up the development of CURE II, as well as get early access to news posts and updates as time goes on, we have plenty of options for you to get involved. The more support we get in this regard, the more we can focus on developing the game. First-and-foremost, if you're interested in supporting us through Steam, you can check out the various DLC that we've released on our projects here: https://store.steampowered.com/app/3052720/Codename_CURE__Soundtrack/ https://store.steampowered.com/app/3043360/Gemini_Binary_Conflict__Soundtrack/?curator_clanid=37573758 We have also created a Patreon for Codename CURE II, getting involved there will give access to various perks, ranging from Patreon-exclusive behind the scenes footage and blog posts, as well as private access to certain channels on our Discord, with more perks will coming down the line as we get closer to a public Early Access release.
Another thing you can do is wishlist us on Steam, and help spread the word. We'll be active on Discord, Patreon and of course in the steam community hub. https://store.steampowered.com/app/2810210/Codename_CURE_II We'll also be playing a Codename CURE I session this Halloween to celebrate it's 7th (full release) birthday, so don't be afraid to stop by! We've got a lot to talk about over the next year, we're very excited to show it all off, and we're looking forward to you coming along for the ride with us. See you out on the field soldiers!
- fixed an exploit on csv_compound
Hello Operatives; it's been a while since the last news update. Not everything has gone exactly to plan schedule wise, but we at least have something to show for it.
These past six months have been busy; we've been up to a lot (including some things we cant talk about... yet). We've recently updated our other game 'Gemini: Binary Conflict', to feature a new game mode that CURE fans would certainly enjoy; Incursion an objective based co-op PvE mode involving infiltrating an enemy base, completing objectives, performing acts of espionage and ultimately escaping. The mode features advanced AI mechanics, a large map with multiple avenues of approach, and more. The Gemini update was essential in setting up the co-op infrastructure for our next project, but that doesn't mean you guys are going empty-handed.
The first immediate thing to announce, is a new, official, highly detailed map for CURE, csv_compound! Compound is a from-the-ground-up remake of one of the very first workshop maps, csv_complex, which was made by the amazingly talented Kaleidescoop. This map is an important part of CURE's legacy, so it only felt right to show it some love.
The new map has a few new features that make it quite different from other Survival maps; namely, the map dynamically grows every few rounds. Instead of a safe room becoming accessible, entire sections of the map dynamically have access opened to them, making the map significantly larger and more complex as the match progresses.
Another feature inspired by Kaleidescoop's innovative work, is that this is now the first and only official CURE map to have a neutral NPC that helps you during the match. The APC sports a mounted turret which helps you "thin the herd"; diligently "curing" zombies that are in it's path.
We've also released the Soundtrack for both CURE and Gemini on Steam, which include some cut/unused/scrapped music to add a hint of development lore, as well as some additional bangers for the buck. If you wish to support the development of our projects going forward, I'd highly recommend checking those out. They can be purchased below:
https://store.steampowered.com/app/3052720/Codename_CURE__Soundtrack/
https://store.steampowered.com/app/3043360/Gemini_Binary_Conflict__Soundtrack/
We've got more to show in the coming months; we just request your indulgence a little while longer. All we can say for now, though, is that more CURE content is coming soon, and look forward to seeing you all out on the field again.
Keep curing those zombies everyone!
- added a maximum time check for the new vehicle leave system (40 seconds) to address some legacy maps showing a very inaccurate bomb timer
- Worked around a client assert / crash issue when connecting to some custom servers which post event text in the chat - Addressed a potential softlock issue in PvP modes when only one player remains in a match - Dedicated server 'SetupDefaultServerSettings' script adjustments to also create a writable 'cfg/mapcycle.txt' which wont be overridden when updating a server
- cbe_frostbite map adjustments including: * slightly reworking jump nodes in the draw bridge section to improve bot navigation in that area * some grenade item spawns + a small table of pickups in the first escape section * addressed bot navigation issues on frozen lake sections caused by lack of move friction - zombie spawn tweaks including: * slight increase to minimum spawn distance from players * hull extremes visibility checks to reduce instances of occasionally seeing zombies spawn in - fixed a regression with Chinese translation causing a client crash when loading ccs/cpvp maps
Happy New Year everyone! As a parting gift for the end of 2023, a major update for CURE has arrived.
The response to the initial announcement was very overwhelming, and it's great to see how many CURE Operatives are still out there, waiting to come out again. We're so happy to be giving support and getting the old gang back together again.
The survival overhaul is here, as well as various balancing changes, adjustments, QoL improvements, and more, and to top it all off, a new bomb escape map has been added to the official roster; cbe_frostbite!
More is planned in the future; namely, more maps for CURE, a pretty big announcement that will be coming soon, and various adjustments to our other projects. The future is looking bright!
Check the patchnotes below for a full detailed list:
- New cbe map Frostbite!
* including two new achievements for completing it on average / insane respectively
- bomb escape changes:
* vehicle leave time now displays as 0 seconds (to help players better understand how much time they actually have to escape)
* added a check to see if a map is using vehicle leave outputs (to preserve expected timer on custom maps that dont have an escape sequence)
* slight tweaks to certain existing official maps to improve qol / escape times
- survival changes:
* introduced a wave 12 win mechanism with adjusted difficulty curve (to help make survival rounds more qualitative than quantitative)
* plank rooms now activate at waves 3/6/9 instead of 5/10/15
* changed wave 15 achievements to now be wave 12
* allow use of both primary weapon and sidearm
* resource drops slightly less scarce
* round end fail safe now kills remaining zombies + kicks in 10 seconds sooner
* chest will not give a player the same weapon twice in a row
* wave hud element shows only remaining enemies
* reduced next wave start time to 5 seconds if / when all players have used the chest
* distance based wave timer to next crate (based on distance to furthest player)
* reduced the 3 fail map reset for survival to 1 by default
- soldier zombies are now 26% less tanky
- corpse / ragdoll fade improvement (so zombies dont occasionally instantly disappear on death)
- new steam input profile based on default controls for better gamepad / steam deck playability (including right stick operating mouse cursor in menus)
- new time based rudimentary server auto restart / update system so servers (that opt to use it) can stay up to date more easily
Hello again, CURE Operatives. This news post was supposed to happen earlier in the week, but, the team at HQ got a little carried away.
The update isn't ready quite yet, but it's going to be, very soon.
Last week, we showed off the new CBE map coming to CURE. This week, however, I'd like to focus on the more substantial gameplay changes that are coming to CURE when the next update drops.
First, let's talk about Survival. A proper overhaul of Survival missions are on their way.
We've noticed over the years that a lot of people find Survival to be a boring endurance run with no real purpose or endgame, and it tends to just drag on and on. I've felt this myself when playing on public servers; oftentimes the teams I was with would all opt to suicide once we lost for the first time, and it took a very long time to reach wave 15, which wasn't even the end initially, just the wave you had to reach in order to unlock the achievements. There was also some more unfun mechanics about that gamemode, especially in regards to the weapon pool, that are being addressed when the update drops.
To address all of these, we've made Survival actually have an end goal. Survival maps now end upon completing Wave 12. Reaching Wave 12 results in a "Mission Complete" prompt, and all achievements relating to Survival have been adjusted to reflect this. Also, Survival maps will have the boarded up locations open up at waves 3, 6, and 9, instead of 5, 10, and 15. A lot of people probably didn't even know this was a mechanic in every official survival map, so now you're going to be much more likely to see it happen! The counter at the bottom also from now on will only show how many zombies are left, instead of the old system, hopefully making it much more clear.
On top of this, we've made a substantial amount of changes to how Survival Crates work between waves. A few very significant changes are coming, namely:
1. Supply Crates no longer give you the same weapon twice in a row. It will always pick another weapon on the next roll.
2. Supply Crates no longer take away your primary or secondary. Players will always have a side-arm and a primary at all times, allowing you to have a full loadout. Gone are the days of replacing your automatic shotgun with a pew pew pistol; now you can have both!
3. When all players in the match have grabbed from the Supply Crate, the timer instantly goes down to 5 seconds if it's not already there, that way you aren't just sitting around waiting for the next wave to start.
These changes make the weapon side of things much more enjoyable and exciting!
On top of that, we've made various balancing adjustments. We've increased the drop rate of loot from zombies, reduced how tanky soldier zombies are, and more, making Survival a much more exciting and engaging game mode; one that also can be completed. These changes will carry over to all custom survival maps as well!
We've also made some very important QoL improvements to Bomb Escape, so far. The biggest one is the countdown timer will now count down to 0 at the point the vehicle leaves, instead of it being based on how much time is left until the bomb explodes. This means that there's not gonna be any more situations of the timer still having 15 seconds left on it, and you're right at the escape, but the vehicle leaves. It will be much more obvious now, when the vehicle actually leaves.
This change carries over to custom maps, too. However, if no outputs are being made when the vehicle escape event is called, this change doesn't carry over, working like it used to, ensuring that this only applies when it is needed. We've also increased how much time you have on multiple maps that really needed that extra boost.
And that's not including all the minor adjustments we've made, like adjusting how ragdoll spawning works so that Zombies are no longer phasing out of existence the instant that they are killed, and more. This health update is going to make the game significantly funner and we are very eager and excited to get it out.
Now, as one final send-off, some more previews of the newest CBE map coming very soon.
See you guys next week.
A severe disturbance was detected at an industrial mining town up north. Lots of snow, and lots of cold. The infected seem completely unaffected by the freezing temperatures, but, that's okay; it's nothing your team can't handle.
More changes to your operations will be coming soon, too. Various improvements that'll make your missions easier, better, and, dare I say, "funner", with various updates and improvements not just to entire gamemodes, but to individual missions across the board.
The C.U.R.E. team's needed once more.
Coming soon.
We are excited to announce the release of 'Gemini: Binary Conflict' into steam early access!
The passion project from the creators of Codename CURE, Gemini has been a labour of love for a number of years. It's now finally ready for public release and we invite those who would enjoy a good scrap on a hostile alien planet to come and check it out!
Sling black holes at each other and slice people in half! Rebound projectiles around the corner and take down snot pelting gunships - or get shoved around by giant robots; to name but a few of the features.
With up to 16 player PvP, 5 player Coop or even just offline play with full AI bot support (plus a smattering of the five player class DNA that made CURE so fun), there's something for everyone when it comes to a battle arena shooter. Come and support our projects (both current and future) and join the action of an interplanetary war!
https://store.steampowered.com/app/1293660/Gemini_Binary_Conflict/
As some of you may already know we have been hard at work on a new game / IP from the ground up since the final release of Codename CURE back in 2017. Gemini: Binary Conflict; a multiplayer, class based, first person shooter, set in an exotic environment in the midst of an interplanetary war. The game makes use of some unusual gameplay mechanics and a bold colourful visual style to try and make something both aesthetically pleasing and fun to play, and although somewhat removed from CURE, the keen eyed among you may be able to spot some aspects of CUREs stronger genes running through this new project.
Valve's introduction of the steam game festival (which goes live on the 16th of June, and runs to the 22nd) has given us an opportunity to share a free demo with you during this period, in the hopes of garnering some interest and support from the community in the run up to a full early access release. The demo aims to provide a flavour of the player vs player (PvP) aspect of the game, containing three PvP modes across five unique maps, along with full access to two sidegrades of class weaponry, equipment and customisation. The full release of the game will additionally feature a co-operative mode, and class based xp/leveling/unlock system, with more features, maps, modes, weapons, armour sets and other improvements to come throughout the games time in early access.
We hope to see you in-game, and look forward to your thoughts and feedback for this inaugural public version of our latest project. GLHF ;)
All hallows eve 2017, rather appropriately marks the the final release of Codename CURE, departing from the underworld realms of development builds and early access into the land of the living (undead).
Coming from humble beginnings as a hobbyist project just to play with a few friends, to over 2 million activations and an 82% positive feedback rating on PCs largest gaming platform is quite an amazing achievement. I would like to thank those who supported (and pushed for) the steam launch, all who contributed, have given feedback, up rated and even simply enjoyed their time playing.
The game has come a long way since its initial early access release back in 2015, and has been a big learning experience, not only in game design/development but also in feedback, iteration and ultimate release to a sizeable community. Although this project is now at an end, all of this experience will now go to benefit future projects going forward.
Some of the more noteworthy improvements that have taken place since the games first early access release include:
--------------------------------------------------------
- Additional game modes, including:
Survival, a mode whereby players face-off indefinite waves of ever increasing difficulty, unlocking random weapons and barricade areas as they progress.
Player vs Player, whereby players take on one another in both deathmatch and gun game scenarios.
Custom modes, mappers can manipulate the rules of the modes to create unique co-op or PvP maps, with win/lose scenarios of their choosing.
Training mode, to help introduce new players to the games mechanics.
- Workshop support, where modders can share their maps and cosmetics for the community to download and play.
- New bots built from the ground up, to play the game more effectively, either co-operating with players or taking them on in PvP modes.
- All official maps have received high quality remakes with cinematic escapes, as well as additional maps for aforementioned new modes.
- In-game vote system, for kicking abusive players, or changing difficulty / maps.
- Teamkill autokick system, to heavily reduce this type of trolling the game used to be plagued with.
- Player and weapon skins, selectable via skin selection UI.
- New zombie animations.
- New game icons, logos, trailer and soundtrack, to better match the games look and feel.
- Many, many fixes, tweaks and balances, far to great in number to list, but still worth making mention of.
--------------------------------------------------------
Enjoy all, have fun, and happy halloween!
All hallows eve 2017, rather appropriately marks the the final release of Codename CURE, departing from the underworld realms of development builds and early access into the land of the living (undead).
Coming from humble beginnings as a hobbyist project just to play with a few friends, to over 2 million activations and an 82% positive feedback rating on PC’s largest gaming platform is quite an amazing achievement. I would like to thank those who supported (and pushed for) the steam launch, all who contributed, have given feedback, up rated and even simply enjoyed their time playing.
The game has come a long way since its initial early access release back in 2015, and has been a big learning experience, not only in game design/development but also in feedback, iteration and ultimate release to a sizeable community. Although this project is now at an end, all of this experience will now go to benefit future projects going forward.
Some of the more noteworthy improvements that have taken place since the games first early access release include:
--------------------------------------------------------
- Additional game modes, including:
Survival, a mode whereby players face-off indefinite waves of ever increasing difficulty, unlocking random weapons and barricade areas as they progress.
Player vs Player, whereby players take on one another in both deathmatch and gun game scenarios.
Custom modes, mappers can manipulate the rules of the modes to create unique co-op or PvP maps, with win/lose scenarios of their choosing.
Training mode, to help introduce new players to the games mechanics.
- Workshop support, where modders can share their maps and cosmetics for the community to download and play.
- New bots built from the ground up, to play the game more effectively, either co-operating with players or taking them on in PvP modes.
- All official maps have received high quality remakes with cinematic escapes, as well as additional maps for aforementioned new modes.
- In-game vote system, for kicking abusive players, or changing difficulty / maps.
- Teamkill autokick system, to heavily reduce this type of trolling the game used to be plagued with.
- Player and weapon skins, selectable via skin selection UI.
- New zombie animations.
- New game icons, logos, trailer and soundtrack, to better match the games look and feel.
- Many, many fixes, tweaks and balances, far to great in number to list, but still worth making mention of.
--------------------------------------------------------
Enjoy all, have fun, and happy halloween!
An update to Codename CURE has been released
***SERVER ADMINS WILL NEED TO UPDATE ASAP***
For all intents and purposes this release candidate (as the name suggests) is soon going to become the final release, barring any bugs/glitches that may have been overlooked. Be sure to let us know if you come across anything out of the ordinary, so we can have as smooth a transition out of early access as possible.
Changes in this version (since 2.3.2):
========================
New official map cbe_trainstation!
Buffed dual infinites damage and fire rate
Added a bot part way through training mode
(to help reduce the added difficulty of having all zombies focus on one player)
Minor tweak to csv_house
Fixed an issue with workshop upload/update tags
Fixed an issue with respawning in a moving lift
Improvements for view entity handling when disconnecting mid escape cinematic
Spanish translation updated by Franco Vega
========================
P.S. Due to some rather emphatic AK47 requests we occasionally receive, I (jokingly) put out a request to the community to put together an AK cosmetic pack on the workshop.
"Blazeris The Cat" graciously obliged with this: http://steamcommunity.com/sharedfiles/filedetails/?id=1158149052 (so any AK lovers please subscribe to / rate this instead of spamming our forums lol)
An update to Codename CURE has been released
***SERVER ADMINS WILL NEED TO UPDATE ASAP***
For all intents and purposes this release candidate (as the name suggests) is soon going to become the final release, barring any bugs/glitches that may have been overlooked. Be sure to let us know if you come across anything out of the ordinary, so we can have as smooth a transition out of early access as possible.
Changes in this version (since 2.3.2):
========================
New official map cbe_trainstation!
Buffed dual infinites damage and fire rate
Added a bot part way through training mode
(to help reduce the added difficulty of having all zombies focus on one player)
Minor tweak to csv_house
Fixed an issue with workshop upload/update tags
Fixed an issue with respawning in a moving lift
Improvements for view entity handling when disconnecting mid escape cinematic
Spanish translation updated by Franco Vega
========================
Patch 07/Oct/17
========================
Patch to trainstation to prevent players blocking the train
========================
Patch 10/Oct/17
========================
Fixed a number of issues with trainstation, most notably train getting stuck occasionally (in a different way to the previous patch)
Fixed an issue where items / dropped weapons could block elevators / trains
Fixed an occasional glitch with cpvp_streetwar where a newly joining player could win the game straight away, ResetGGProgress input added to ccs_give_items entity and called on first spawn.
Setup sentries to be capable of being placed (by mapper) in custom maps, with flag options to both not take damage from players and to target players
========================
Patch 26/Oct/17
========================
Fixed a crash caused by custom zombie spawners.
Prevented bots from teleporting in PvP modes.
========================
The mapping guide has also been updated detailing the entities and prefixes required for custom and pvp gameodes:
http://steamcommunity.com/sharedfiles/filedetails/?id=493806250
P.S. Due to some rather emphatic AK47 requests we occasionally receive, I (jokingly) put out a request to the community to put together an AK cosmetic pack on the workshop.
"Blazeris The Cat" graciously obliged with this: http://steamcommunity.com/sharedfiles/filedetails/?id=1158149052 (so any AK lovers please subscribe to / rate this instead of spamming our forums lol)
An update to Codename CURE has been released
***SERVER ADMINS WILL NEED TO UPDATE ASAP***
This release brings us with touching distance of a final release (i.e. out of early access). We have nearly completed all the main objectives of CURE (with only a small number of things left to do) and will soon be focusing our efforts other projects.
https://youtu.be/JxFIeuUIsNA
Changes in this version (since 2.2.2):
========================
Introducing custom gamemodes, to give workshop modders more options when making maps
- mappers can create both Co-op gamemodes (via the "ccs_" map prefix) and PvP gamemodes (via "cpvp_")
- includes "custom_controller", "ccs_give_items" and "ccs_protection_ent" entities for manipulating the mode
Added two new official PvP maps (based on the above custom map entities)
- cpvp_streetwar, a small reverse gungame map, first to get two frags with each weapon wins
- cpvp_minetown, a straight up free-for-all in a large zombie infested environment with collectable items, first to get to 15 frags wins
Added a "single player" option to the create server menu, when selected bots will fill all player slots, giving you a full team to play with
- can also be activated in private matches via "bot_fillslots" cvar (*but note other human players will not be able to join when a bot is occuping the last slot)
Added "HammerConfigSetup.exe" binary to the hammer directory "steamapps/common/Codename CURE/bin" to simplify the hammer setup process for making maps
Fixed a number of server crashes most notably with bots and clients joining/disconnecting
Fixed zombies being able to attack players from great distance occasionally
Fixed survival barricades sometimes showing on the hud after they have been destroyed
Fixed players being able to plant equipment on top of items such as ammobox
========================
An update to Codename CURE has been released
***SERVER ADMINS WILL NEED TO UPDATE ASAP***
This release brings us with touching distance of a final release (i.e. out of early access). We have nearly completed all the main objectives of CURE (with only a small number of things left to do) and will soon be focusing our efforts on other projects.
https://youtu.be/JxFIeuUIsNA
Changes in this version (since 2.2.2):
========================
Introducing custom gamemodes, to give workshop modders more options when making maps
- mappers can create both Co-op gamemodes (via the "ccs_" map prefix) and PvP gamemodes (via "cpvp_")
- includes "custom_controller", "ccs_give_items" and "ccs_protection_ent" entities for manipulating the mode
Added two new official PvP maps (based on the above custom map entities)
- cpvp_streetwar, a small reverse gungame map, first to get two frags with each weapon wins
- cpvp_minetown, a straight up free-for-all in a large zombie infested environment with collectable items, first to get to 15 frags wins
Added a "single player" option to the create server menu, when selected bots will fill all player slots, giving you a full team to play with
- can also be activated in private matches via "bot_fillslots" cvar (*but note other human players will not be able to join when a bot is occuping the last slot)
Added "HammerConfigSetup.exe" binary to the hammer directory "steamapps/common/Codename CURE/bin" to simplify the hammer setup process for making maps
Fixed a number of server crashes most notably with bots and clients joining/disconnecting
Fixed zombies being able to attack players from great distance occasionally
Fixed survival barricades sometimes showing on the hud after they have been destroyed
Fixed players being able to plant equipment on top of items such as ammobox
========================
Patch 28/06/17
========================
Fixed an issue with respawning on recently empty dedicated servers
Fixed an issue with assert dialog boxes appearing when connecting to some custom servers
========================
Patch 2.3.1 - 25/07/17
========================
Updated to the latest Source SDK binaries
Patched a number of client security vulnerabilities (as mentioned in the Source SDK patch notes)
Fixed training mode intro being shown as the bomb escape intro
========================
Patch 2.3.2 - 05/08/17
========================
Fixed an issue with custom co-op gamemodes auto mission failing on spawn
========================
An update to Codename CURE has been released
***SERVER ADMINS WILL NEED TO UPDATE ASAP***
Changes in this version (since 2.1):
========================
New remastered bomb escape map Flatline!
Fixed a number of exploits / bugs on exsisting bomb escape maps
- special thanks to @stillunt1tled for pointing out most of these issues
Made the sentry non-solid to players
- in an effort to reduce potential exploits, and eliminate door block trolling
Standing on a zombies head causes it to die, to eliminate zombie jump exploits
Re-programmed lifts to properly kill players that attempt to block them
Fixed sniper scope showing for other weapons after a disconnect while zoomed in
========================
Patch 29/04/17
========================
Fixed a number of issues with flatline including:
- Third guidence node not activating during the escape
- First door opening/looping sound glitch
- Optimisation of explosion fire/smoke to improve framerates
Added italian translation courtesy of: ZombieFake
========================
Patch 14/05/17 (2.2.1)
========================
Optimisation / minor fixes for all official maps
========================
Patch 18/05/17 (2.2.2)
========================
Rolled back new zombie attack system (as was causing some players to take excessive damage "from nowhere")
========================
An update to Codename CURE has been released
***SERVER ADMINS WILL NEED TO UPDATE ASAP***
Changes in this version (since 2.1):
========================
New remastered bomb escape map Flatline!
Fixed a number of exploits / bugs on exsisting bomb escape maps
- special thanks to @stillunt1tled for pointing out most of these issues
Made the sentry non-solid to players
- in an effort to reduce potential exploits, and eliminate door block trolling
Standing on a zombies head causes it to die, to eliminate zombie jump exploits
Re-programmed lifts to properly kill players that attempt to block them
Fixed sniper scope showing for other weapons after a disconnect while zoomed in
========================
An update to Codename CURE has been released
***SERVER ADMINS WILL NEED TO UPDATE ASAP***
Changes in this version (since 2.0):
Features:
========================
Survival mode revamp
- Added some progression via randomly unlockable / barricadable areas for waves 5, 10, and 15 on official maps
- barricades can be activated by players after the start of wave across certain doorways (after the area has been unlocked)
- for custom mappers new entities "cure_survival_info" and "cure_survival_barricade" can be be used to achieve a similar style of play (or cool alternatives ;])
Added "TAG" drop down to the workshop create UI so workshop uploaders can select an appropriate category for their mod / addon
Increased the size / file limits to workshop uploaders
Forest, House, and Neighbourhood maps all updated to incorporate survival changes
Some balancing tweaks to Bunker, Cityblock, and Office (with office significant changes to upper levels to improve game flow during the escape)
Added a different HUD icon for incendiary grenades
Added a "generic" option to "guidence_node" entity that can be used at any time to highlight a map location on the HUD when enabled
Added polish translation, courtesy of: Star Lord (a.k.a Neptune)
========================
Tweaks/Fixes:
========================
fixed a glitch in survival where players get a sniper icon over chest and then get no weapon
nerfed ammo drops for later waves of survival (to balance out new changes being too overpowered)
in survival zombies do half damage to barricades when on fire (to balance incendiaries with HE grenades)
made equipment non-plantable on prop_physics, and added check for player clips when planting (to reduce invulnerable exploits)
added checks for bots trying to navigate drop down points in map variants where there is a blocker
bots ignore barricades when looking for zombies to shoot
fixed not being able to pick up chest when standing on top of it
fix console spam "Chopper didn't find a player!"
updated game icon in resource folder
========================
GLHF All ;)
An update to Codename CURE has been released
***SERVER ADMINS WILL NEED TO UPDATE ASAP***
Changes in this version (since 2.0):
Features:
========================
Survival mode revamp
- Added some progression via randomly unlockable / barricadable areas for waves 5, 10, and 15 on official maps
- barricades can be activated by players after the start of wave across certain doorways (after the area has been unlocked)
- for custom mappers new entities "cure_survival_info" and "cure_survival_barricade" can be be used to achieve a similar style of play (or cool alternatives ;])
Added "TAG" drop down to the workshop create UI so workshop uploaders can select an appropriate category for their mod / addon
Increased the size / file limits to workshop uploaders
Forest, House, and Neighbourhood maps all updated to incorporate survival changes
Some balancing tweaks to Bunker, Cityblock, and Office (with office significant changes to upper levels to improve game flow during the escape)
Added a different HUD icon for incendiary grenades
Added a "generic" option to "guidence_node" entity that can be used at any time to highlight a map location on the HUD when enabled
Added polish translation, courtesy of: Star Lord (a.k.a Neptune)
========================
Tweaks/Fixes:
========================
fixed a glitch in survival where players get a sniper icon over chest and then get no weapon
nerfed ammo drops for later waves of survival (to balance out new changes being too overpowered)
in survival zombies do half damage to barricades when on fire (to balance incendiaries with HE grenades)
made equipment non-plantable on prop_physics, and added check for player clips when planting (to reduce invulnerable exploits)
added checks for bots trying to navigate drop down points in map variants where there is a blocker
bots ignore barricades when looking for zombies to shoot
fixed not being able to pick up chest when standing on top of it
fix console spam "Chopper didn't find a player!"
updated game icon in resource folder
========================
GLHF All ;)
An update to Codename CURE has been released, which brings all of the beta changes into line with the live version of the game. This update brings us much closer to leaving early access and is more or less a complete overhaul.
The store page and trailer have also been updated to match the new state of the game:
https://www.youtube.com/watch?v=2AqEW4eDjhY
***SERVER ADMINS WILL NEED TO UPDATE ASAP***
Changes in this version (since live branch 1.3.1):
Features:
=======================
HQ remasters of Office, Bunker, Cityblock, House
- Flatline / Trainstation remasters are still in the works and will come soon
New Survivial map Forest
- complete with new achievement “Lumberjack”
Steam Workshop Support!!!
- Allows for users to upload and share content with the community
- Please see this guide for workshop operation instructions
http://steamcommunity.com/sharedfiles/filedetails/?id=775363373
Player and weapon skins and skin selection system (via "CURE Options" menu)
- With 10 player skins per class and 3 weapon skins per weapon
- Bots randomly select skins
A new teamkill autokick system (in an effort to stampout/reduce tk trolls)
- Uses a strike system with a cooldown timer
- Server semi-adjustable via sv_autokick_strikes, sv_autokick_cooldown (within a limited range)
- Servers can set some exemptions via steam id's (e.g. for admins/vips)
- Can only be fully disabled by disabling friendly fire all together (via mp_friendlyfire)
New game logo / store media
- Added logo as a main menu texture
New animations for runner and walker zombies
- Added ability for zombies to jump in certain places
Cinematics for escape vehicles (for bomb escape mode)
- With NPC vehicle drivers for both Helicopter and APC vehicles
New original soundtrack to better match the games look and feel
Added GUI setting for aim down sight toggle/hold (via "CURE Options" menu)
Added an admin / vip scoreboard name system controlled via steamid's in "cfg/adminlist.txt" and "cfg/viplist.txt"
Added PSG1 Sniper rifle zombie penetration
- compensated with very slight nerf to fire rate / hip fire accuracy
Added a martyrdom mechanic
- Where if a player dies whilst holding a grenade they will drop a primed grenade
Added ability for bots to traverse ladders
- Providing info_node_hint's with jump overrides (up and down) are placed near to info_ladder_dismount points
Improved the teleport system for multiplayer
- players each get teleported to a seperate teleport spot of the same name
Moved weapon ironsight values to unencrypted text files
- to allow workshop mods for weapon models to have custom ADS settings
Display health (and supply level for chest) on equipment
========================
Tweaks/Fixes:
========================
Re-programmed the lag compensation system for npc's
- fixing a leak which would lead to an eventual crash
- fixed melee not being lag compensated
Made the support chest attackable / breakable by zombies (to reduce camping)
- chest now shows its health on the player hud
- Buffed the rate a which the chest heals and gives armour
Some balance tweaks to survival mode
- slightly reduced the chance of soldiers spawning, slightly increased the chance of runners dropping items (both mostly in later waves)
Tweaked some visual aspects of Neighbourhood to bring into line with newer maps
Revamped fire sounds for all weapons
Separated out weapon sound scripts so modders replacing weapon models can have custom sounds
Fire grenades optimisation
- To help improve fps drops caused by number of flame entities
Nerfed female zombie attack speed
Buffed fiveseven reload time
Buffed mp5k fire rate
Fixed bots not interacting with survival crates correctly
Removed player damage for flying prop physics (to reduce trolling)
Hard coded weapons for certain critical weapons values
Fixed a potential infinite melee loop when picking up a chest/sentry and using melee
Fixed spectators being able to poltergeist map objects (such as doors/buttons)
Fixed zombies spawning behind some translucent objects
- Fixed zombie spawn system not detecting new elevator doors model (in office)
Fixed an issue where players could pick up the wrong type of grenade from dead players
Fixed an issue with death cam allowing roam, which can cause respawn problems
Fixed seeing player names in the wrong location during cinematic escape
========================
GLHF All ;)
An update to Codename CURE has been released, which brings all of the beta changes into line with the live version of the game. This update brings us much closer to leaving early access and is more or less a complete overhaul.
The store page and trailer have also been updated to match the new state of the game:
https://www.youtube.com/watch?v=2AqEW4eDjhY
***SERVER ADMINS WILL NEED TO UPDATE ASAP***
Changes in this version (since live branch 1.3.1):
Features:
=======================
HQ remasters of Office, Bunker, Cityblock, House
- Flatline / Trainstation remasters are still in the works and will come soon
New Survivial map Forest
- complete with new achievement Lumberjack
Steam Workshop Support!!!
- Allows for users to upload and share content with the community
- Please see this guide for workshop operation instructions
http://steamcommunity.com/sharedfiles/filedetails/?id=775363373
Player and weapon skins and skin selection system (via "CURE Options" menu)
- With 10 player skins per class and 3 weapon skins per weapon
- Bots randomly select skins
A new teamkill autokick system (in an effort to stampout/reduce tk trolls)
- Uses a strike system with a cooldown timer
- Server semi-adjustable via sv_autokick_strikes, sv_autokick_cooldown (within a limited range)
- Servers can set some exemptions via steam id's (e.g. for admins/vips)
- Can only be fully disabled by disabling friendly fire all together (via mp_friendlyfire)
New game logo / store media
- Added logo as a main menu texture
New animations for runner and walker zombies
- Added ability for zombies to jump in certain places
Cinematics for escape vehicles (for bomb escape mode)
- With NPC vehicle drivers for both Helicopter and APC vehicles
New original soundtrack to better match the games look and feel
Added GUI setting for aim down sight toggle/hold (via "CURE Options" menu)
Added an admin / vip scoreboard name system controlled via steamid's in "cfg/adminlist.txt" and "cfg/viplist.txt"
Added PSG1 Sniper rifle zombie penetration
- compensated with very slight nerf to fire rate / hip fire accuracy
Added a martyrdom mechanic
- Where if a player dies whilst holding a grenade they will drop a primed grenade
Added ability for bots to traverse ladders
- Providing info_node_hint's with jump overrides (up and down) are placed near to info_ladder_dismount points
Improved the teleport system for multiplayer
- players each get teleported to a seperate teleport spot of the same name
Moved weapon ironsight values to unencrypted text files
- to allow workshop mods for weapon models to have custom ADS settings
Display health (and supply level for chest) on equipment
========================
Tweaks/Fixes:
========================
Re-programmed the lag compensation system for npc's
- fixing a leak which would lead to an eventual crash
- fixed melee not being lag compensated
Made the support chest attackable / breakable by zombies (to reduce camping)
- chest now shows its health on the player hud
- Buffed the rate a which the chest heals and gives armour
Some balance tweaks to survival mode
- slightly reduced the chance of soldiers spawning, slightly increased the chance of runners dropping items (both mostly in later waves)
Tweaked some visual aspects of Neighbourhood to bring into line with newer maps
Revamped fire sounds for all weapons
Separated out weapon sound scripts so modders replacing weapon models can have custom sounds
Fire grenades optimisation
- To help improve fps drops caused by number of flame entities
Nerfed female zombie attack speed
Buffed fiveseven reload time
Buffed mp5k fire rate
Fixed bots not interacting with survival crates correctly
Removed player damage for flying prop physics (to reduce trolling)
Hard coded weapons for certain critical weapons values
Fixed a potential infinite melee loop when picking up a chest/sentry and using melee
Fixed spectators being able to poltergeist map objects (such as doors/buttons)
Fixed zombies spawning behind some translucent objects
- Fixed zombie spawn system not detecting new elevator doors model (in office)
Fixed an issue where players could pick up the wrong type of grenade from dead players
Fixed an issue with death cam allowing roam, which can cause respawn problems
Fixed seeing player names in the wrong location during cinematic escape
========================
Patch 24/02/2017:
========================
Added simplified chinese translation, courtesy of: 7_Ji
========================
GLHF All ;)
The beta branch for Codename CURE has been updated, for details on how to opt-in to this version please see this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=580567274 Changes in this version (since beta branch 2.0b4): ----------------------- Features: ======================= Added the new logo to the main menu Re-programmed the lag compensation system for npc's - fixing a leak which would lead to an eventual crash Made the support chest attackable / breakable by zombies (to reduce camping) ======================= Tweaks/Fixes: ======================= fixed melee not being lag compensated removed file dependency for skin selection (so that if you verify game cache it doesnt reset the player skins) hard coded weapon values for certain critical weapons values removed player damage for flying prop physics (to reduce trolling) fixed texture error for PC monitor reflections cbe_cityblock - fixed grenades/bullets going through vehicles cbe_bunker - fixed a spawn error along path B - fixed a zombie jump up/down point on path B ======================= Patch 13/02/2017 ======================= Fixed non constrained equipment Fixed sound cache issues for new music Supply Chest - Separated chest health from chest supply level - Removed explosion on chest destroyed Display health / charge on equipment cbe_bunker - fixed missing but still clipped generator model ======================= Patch 23/02/2017 ======================= Buffed the rate a which the chest heals and gives armour Added a metal smash sound on chest break Fixed zombie spawn system not detecting new elevator doors model (in office) fixed an exploit on house =======================
The beta branch for Codename CURE has been updated, for details on how to opt-in to this version please see this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=580567274 Changes in this version (since beta branch 2.0b4): ----------------------- Features: ======================= Added the new logo to the main menu Re-programmed the lag compensation system for npc's - fixing a leak which would lead to an eventual crash Made the support chest attackable / breakable by zombies (to reduce camping) ======================= Tweaks/Fixes: ======================= fixed melee not being lag compensated removed file dependency for skin selection (so that if you verify game cache it doesnt reset the player skins) hard coded weapon values for certain critical weapons values removed player damage for flying prop physics (to reduce trolling) fixed texture error for PC monitor reflections cbe_cityblock - fixed grenades/bullets going through vehicles cbe_bunker - fixed a spawn error along path B - fixed a zombie jump up/down point on path B =======================
The beta branch for Codename CURE has been updated, for details on how to opt-in to this version please see this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=580567274 Changes in this version (since beta branch 2.0b3): ----------------------- Features: ======================= New remastered map cbe_cityblock! New original soundtrack to better match the games look and feel - can now also be used for vids/streaming Improved the teleport system for multiplayer - players each get teleported to a seperate teleport spot of the same name New game logo / store media ======================= Tweaks/Fixes: ======================= Fixed broken teleport system for bunker path A Added new teleport system for both office and bunker =======================
The beta branch for Codename CURE has been updated, for details on how to opt-in to this version please see this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=580567274 Changes in this version (since beta branch 2.0b3): ----------------------- Features: ======================= New remastered map cbe_cityblock! New original soundtrack to better match the games look and feel - can now also be used for vids/streaming Improved the teleport system for multiplayer - players each get teleported to a seperate teleport spot of the same name New game logo / store media ======================= Tweaks/Fixes: ======================= Fixed broken teleport system for bunker path A Added new teleport system for both office and bunker =======================
CURE BETA - Update 2.0b
-----------------------
The beta branch for Codename CURE has been updated, for details on how to opt-in to this version please see this guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=580567274
Changes in this version (since live branch 1.3.1):
-----------------------
Features:
=======================
Player and weapon skins and skin selection system (via "CURE Options" menu)
- With 10 player skins per class and 3 weapon skins per weapon
- Bots randomly select skins
Added PSG1 Sniper rifle zombie penetration
- compensated with very slight nerf to fire rate / hip fire accuracy
HQ remakes/re-imaginings of Office and Bunker
- With the other official maps to come on full release
New survival map csv_forest
Steam Workshop Support!!! (Beta)
- Allows for users to upload and share content with the community
- To access the beta workshop please join the following steam group https://steamcommunity.com/groups/codenamecure
- Please see below guide for workshop operation instructions
http://steamcommunity.com/sharedfiles/filedetails/?id=775363373
A new teamkill autokick system (in an effort to stampout/reduce tk trolls)
- Uses a strike system with a cooldown timer
- Server semi-adjustable via sv_autokick_strikes, sv_autokick_cooldown (within a limited range)
- Servers can set some exemptions via steam id's (e.g. for admins/vips)
- Can only be fully disabled by disabling friendly fire all together (via mp_friendlyfire)
Added a martyrdom mechanic
- Where if a player dies whilst holding a grenade they will drop a primed grenade
New animations for runner and walker zombies
- Added ability for zombies to jump in certain places
New game soundtrack
- Based on Ghosts (courtesy of Nine Inch Nails)
- If however you prefer the original soundtrack (composed by yours truly ^.^) there is a workshop item that restores it
Added ability for bots to traverse ladders
- Providing info_node_hint's with jump overrides (up and down) are placed near to info_ladder_dismount points
Cinematics for escape vehicles (for bomb escape mode)
- With NPC vehicle drivers for both Helicopter and APC vehicles
Moved weapon ironsight values to unencrypted text files
- to allow workshop mods for weapon models to have custom ADS settings
========================
Tweaks/Fixes:
========================
Revamped fire sounds for all weapons
Fire grenades optimisation
- To help improve fps drops caused by number of flame entities
Nerfed female zombie attack speed
Buffed fiveseven reload time
Fixed bots not interacting with survival crates correctly
Added GUI setting for aim down sight toggle/hold (via "CURE Options" menu)
Fixed a potential infinite melee loop when picking up a chest/sentry and using melee
Fixed spectators being able to poltergeist map objects (such as doors/buttons)
Fixed zombies spawning behind some translucent objects
Fixed an issue where players could pick up the wrong type of grenade from dead players
Fixed an issue with death cam allowing roam, which can cause respawn problems
Fixed seeing player names in the wrong location during cinematic escape
Fixed an exploit involving a desk on csv_neighbourhood
========================
Patch 25/11/16:
=======================
Added HQ remake of survival map House!
Tweaked some visual aspects of Neighbourhood to bring into line with newer maps
=======================
Patch 30/11/16:
========================
Fixed VIP lists not displaying correctly in scoreboard
Amended all current official revamped maps, to improve navigation spawning and remove certain exploits (Bunker, Office, Forest, House, and Neighbourhood)
========================
Patch 08/12/16:
========================
Fixed VIP lists not always picking up every player (depending on when they join the server)
Separated out weapon sound scripts so modders replacing weapon models can have custom sounds.
========================
Patch 22/12/16:
========================
Added new achievement Lumberjack for the Forest survival map
Added Forest to the list of official maps other survival achievements can be gained on
Some balance tweaks to survival mode
- slightly reduced the chance of soldiers spawning, slightly increased the chance of runners dropping items (both mostly in later waves)
Improvements to weapon file encryption
========================
Be sure to post any problems (or praise) in the feedback section of the forums, remembering to mark it as beta. GLHF ;)
CURE BETA - Update 2.0b
-----------------------
The beta branch for Codename CURE has been updated, for details on how to opt-in to this version please see this guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=580567274
Changes in this version (since live branch 1.3.1):
-----------------------
Features:
=======================
Player and weapon skins and skin selection system (via "CURE Options" menu)
- With 10 player skins per class and 3 weapon skins per weapon
- Bots randomly select skins
Added PSG1 Sniper rifle zombie penetration
- compensated with very slight nerf to fire rate / hip fire accuracy
HQ remakes/re-imaginings of Office and Bunker
- With the other official maps to come on full release
New survival map csv_forest
Steam Workshop Support!!! (Beta)
- Allows for users to upload and share content with the community
- To access the beta workshop please join the following steam group https://steamcommunity.com/groups/codenamecure
- Please see below guide for workshop operation instructions
http://steamcommunity.com/sharedfiles/filedetails/?id=775363373
A new teamkill autokick system (in an effort to stampout/reduce tk trolls)
- Uses a strike system with a cooldown timer
- Server semi-adjustable via sv_autokick_strikes, sv_autokick_cooldown (within a limited range)
- Servers can set some exemptions via steam id's (e.g. for admins/vips)
- Can only be fully disabled by disabling friendly fire all together (via mp_friendlyfire)
Added a martyrdom mechanic
- Where if a player dies whilst holding a grenade they will drop a primed grenade
New animations for runner and walker zombies
- Added ability for zombies to jump in certain places
New game soundtrack
- Based on Ghosts (courtesy of Nine Inch Nails)
- If however you prefer the original soundtrack (composed by yours truly ^.^) there is a workshop item that restores it
Added ability for bots to traverse ladders
- Providing info_node_hint's with jump overrides (up and down) are placed near to info_ladder_dismount points
Cinematics for escape vehicles (for bomb escape mode)
- With NPC vehicle drivers for both Helicopter and APC vehicles
Moved weapon ironsight values to unencrypted text files
- to allow workshop mods for weapon models to have custom ADS settings
========================
Tweaks/Fixes:
========================
Revamped fire sounds for all weapons
Fire grenades optimisation
- To help improve fps drops caused by number of flame entities
Nerfed female zombie attack speed
Buffed fiveseven reload time
Fixed bots not interacting with survival crates correctly
Added GUI setting for aim down sight toggle/hold (via "CURE Options" menu)
Fixed a potential infinite melee loop when picking up a chest/sentry and using melee
Fixed spectators being able to poltergeist map objects (such as doors/buttons)
Fixed zombies spawning behind some translucent objects
Fixed an issue where players could pick up the wrong type of grenade from dead players
Fixed an issue with death cam allowing roam, which can cause respawn problems
Fixed seeing player names in the wrong location during cinematic escape
Fixed an exploit involving a desk on csv_neighbourhood
========================
Be sure to post any problems (or praise) in the feedback section of the forums, remembering to mark it as beta. GLHF ;)
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.
- High quality remakes of all current official maps
- Cinematic vehicle escapes
- New weapons (a side grade for each class primary / secondary)
- Skins for weapons / players
- Weapon and skin selection system
- New zombie animations
- Weapon / skin unlock system (probably via some sort of XP/levelling)
- 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)
And with everyone fully updated, happy birthday CURE!
A live update to Codename CURE has been released ***SERVER ADMINS WILL NEED TO UPDATE ASAP*** Changes in this version (since s1.3): Features: --------------------------------------------------- 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) ---------------------------------------------------
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: --------------------------------------------------- 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 Introduced support for Valve Anti Cheat (VAC) Added Hungarian translation courtesy of: JackStillAlive Added Brazilian (Portuguese) translation courtesy of: Carb0n Changed credits menu item to use the steam overlay browser --------------------------------------------------- Fixes/Tweaks: --------------------------------------------------- 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 ---------------------------------------------------
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. [strike]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[/strike] Changes in this version (since live branch s1.2.1): --------------------------------------------------- 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) Added Hungarian translation courtesy of: JackStillAlive Added Brazilian (Portuguese) translation courtesy of: Carb0n Changed credits menu item to use the steam overlay browser Fixed first person deathcam glitch Fixed some exploits of both csv maps ----------------------------------------------------
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). [strike]For anyone who is interested in participating please complete the following survey: https://docs.google.com/forms/d/10XhSehdyzmBQU4HJWroFGiFRt579BBHsnsCimYg-0Ts/viewform[/strike] 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…
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: ------------------------------------------------------- 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 ------------------------------------------------------- Patch 04/01/16 ------------------------------------------------------- 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 ------------------------------------------------------- Patch 05/01/16 ------------------------------------------------------- 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) ------------------------------------------------------- Patch 13/01/16 ------------------------------------------------------- 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 ------------------------------------------------------- Good luck and have fun ;)
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) ------------------------------------------------------------------------ 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 ------------------------------------------------------------------------ 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)
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
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
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 Some leak fixes relating to game key values
Dedicated servers are now live! To install use SteamCMD on Windows or Linux (Guide here: https://developer.valvesoftware.com/wiki/SteamCMD ). When running the "app_update" command use the appID "383410" like so: "app_update 383410 validate". Good luck and have fun.
Codename CURE
Hoobalugalar_X
Hoobalugalar_X
2017-10-31
Action F2P Singleplayer Coop
Game News Posts 41
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive
(16451 reviews)
http://codenamecure.com
https://store.steampowered.com/app/355180 
The Game includes VR Support
Codename CURE Linux Binaries [94.24 M]
As a team of special military operatives utilising a range of powerful weapons and equipment (assault rifles, shotguns, sentry guns, supply chests and more), players are tasked with curing infected areas of a post-apocalyptic world by planting controlled explosives before pulling a short sharp exit.
CURE can be played both on and offline, with or without computer controlled team mates. The game sports a variety of difficulty options which adapt dynamically with the number of players. It includes five balanced player classes: Pointman, Support, Assault, Technician and Sniper.
- OS: Ubuntu 12.04
- Processor: Dual core from Intel or AMD at 2.8 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: nVidia GeForce 8 series or better. ATI/AMD Radeaon HD2600/3600 (Graphic Drivers: nVidia 310. AMD 12.11). OpenGL 2.1Network: Broadband Internet connection
- Storage: 9 GB available space
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