(Click Show details for a full breakdown of the changes) [expand type="details"]
Fixed an issue with the Idle Engineer button not properly allowing movement commands if you use it to select an idle engineer
Improved checks for showing the Idle Engineer button to prevent some situations where it may permanently become unavailable
Fixed up the SHIFT keybinds not working (return to mouse rotate/flip wall, for example)
Fixed slow motion not deactivating during the transition to Operator when toggling to the Operator (it would properly 'turn off' when the transition completed, but that's not nearly early enough)
Move/Follow commands from the Operator will now shut off 'Run Override' on units, allowing them to walk/run as needed (instead of potentially doing run/stop/run/stop if following while walking): this should also clean up some situations where ordered units would fail to shoot until they reached their target
Updated the 'move command' to utilize Trace_Bullet (instead of Visibility) on the crosshair target, so you can properly give attack orders as Operator, again
If a move order is a 'run command' but one unit isn't in Run Mode (for whatever reason), no longer will he slow down the entire group
Units following the Operator when the player is in Third Person mode will always try to run if the Operator is also running
Fixed the Capture Truck's 'unit icon' erroneously switching to 'deployed mode' if you try to deploy it in a fully-infected zone
Improved the unit's Overhead Widget to also respect 'unit icon' changes (the Unit Card already did this, but the overhead widget did not)
Improved 'Are you sure you want to destroy/refund' popup text querying to be more accurate
Fixed the 'building' Damage Resist type having immunity to melee attacks
Adjusted the Generator's interaction points on its corners to hopefully prevent infected swinging 'too wide' and just missing
Various Main Menu scene optimizations and fixes to improve performance
Improved weapon-hiding handling to use a 'Check' function in more areas (rather than just flatly trying to manually hide/unhide at certain times). This helped track down a toggle that didn't need to occur, which was causing civilians (and the new armed Chelsey LTs) to sometimes appear to be holding no weapon, even when they had one
Implemented a fix for the FormationMoveHandler breaking patrol orders that consist of only one unit
Improved Building 'radial spawn' logic to do a trace+height check on the spawn location, to try to prevent spawning units too high/low (such as on buildings, on the Power Plant island)
Fixed unit's 'overhead widgets' displaying empty reserve ammo as 600
Fixed Spotlights to no longer check for activating their light before unfold animation (and power registration) completes (fixes bug with spotlights built at night turning on immediately, even if there's no power)
Operator can now control vehicles and order them around.
Cannot A,D,S disabled when in operator vehicle
Boosted 'enemy nearby, threat boost' logic for units to have a range of 650 (instead of 250), to better mirror the old Overlap Radius setup
Infected invisible structures bug should be fully resolved
CERC target acquisition more reliable towards Infected structures
Fixed grenades not being able to damage the unit that threw them
Night Vision added
Overall Night Time Darkness values normalized amongst video options. Higher settings had a more visible nighttime.
Fixed MP5SD sounds
Turn adjustments improved for various characters
Updated HUDWidget so the lower-right visuals will render 'over' the center-popup visuals (for resolving things like this: https://discord.com/channels/469412014427602944/986144869590368256/1006974885794435114 )
Adjusted the save icon to appear 'above' the Idle Engineer button (instead of to the 'right' of it), to try to prevent minimap 'scale bump' issues
Updated nav modifiers around the Helipad to make traversing it easier for soldiers (should help situations where soldiers get 'stuck' trying to climb onto or exit the helipad by foot)
Ammo Runners should no longer ignore the Operator in some situations when Operator is in third-person mode
Juggernaut rock/car throw- Improved projectile to properly 'explode' on hitting the ground, instead of just rotating in place for a bit
Juggernaut rock/car throw- Removed the 'speed limit' on the projectile, so the Juggernaut's throws won't be woefully short
Juggernaut rock/car throw- Fixed his aerial aim (had too much 'up offset'), so he should be much better at hitting helicopters
Adjusted retainer setup on the unit overhead widget to no longer 'cut off' part of the healthbar/gasoline meter/etc. display in some cases (which could make things look full when they were not)
Various VRAM reductions to bring overall requirements down. We are still working to lower VRAM requirements.
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
Known Bugs
(Click Show details for a full breakdown of the changes) [expand type="details"]
We are aware of some structures being purple at certain heights we are investigating this
[/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power [expand type="details"] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here [expand type="details"] [/expand]
Patch - 1.1.15 [ Community Opinion/Poll ]
How was Patch - 1.1.15? Did it fix performance for you, fix critical bugs? Tell us your thoughts so we can plan accordingly for next week!
Its our goal to transition towards 1.2 sometime this coming week so we can finish civilians in August and move onto Faction in September.
If not tell us more in 🔧pb-bugs(Discord) in the comments on the straw poll or just on Steam as comment to this article.
(Click Show details for a full breakdown of the changes) [expand type="details"]
Horde counter not working fixed
Faction Horde crash fixed based on user feedback from Discord
Touch-up of former bridge locations on Treasure Island
Chelseys LT Ai were tweaked to have better controls for guns/melee
Fixed logic so anti-helicopter jump attacks no longer break shooting logic (or vice-versa)
Updated the Doctrine Button's text display to use a Retainer instead of Invalidation (invalidation was making it unstable)
Removed the invalidation box around the Objective button's text (was breaking things)
Fixed unit's interaction widgets disappearing if units enter a garrison, then leave
Updated the Doctrine Button's text display to use a Retainer instead of Invalidation (invalidation was making it unstable)
Removed the invalidation box around the Objective button's text (was breaking things)
Added more menu prompts for video options
View Distance models for the city vastly improved
Auto configure graphics added to advanced options
Fixed an old enum reference in Base_PlayerStructure that broke to reference 'none' instead of 'Juggernaut' for squish-related logic (so pilots, minigunners, etc. should no longer squish barbed wire now)
Fixed the 'tower garrison display' not properly setting the Weapon image on the tower occupant display when opening the widget afresh
Updated logic for weapons, so a weapon can manually define its suppressor-attach-transform without relying on sockets to fix suppressors sometimes floating
Improved some snappoint logic (for wall construction points) to respond better when loading saves (not use the wrong mesh, etc.)
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
Known Bugs
(Click Show details for a full breakdown of the changes) [expand type="details"]
We are aware of some structures being purple at certain heights we are investigating this
[/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power [expand type="details"] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! ːWinterSmileː Link here [expand type="details"] [/expand]
Patch - 1.1.14.4 [Experimental only]
These are patch notes for the newly "opened" Experimental Steam Branch. Experimental will operate as followed:
We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public.
The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period.
We will be having 2 more batches of Experimental before we switch to civilians in 1.2! We hope to have done both "batches" by early next week but it just depends on how stable these two tests go. #1. Further Optimization / Operator Finalization #2. Medium Atlas Tower / Revised Weapon Buying information Window
How to use Experimental
[expand type="details"] Discord Steam Forums Experimental will stay open at all times going forward.
How to Opt-in
New Operator is now in [/expand]
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Fixed some nav issues with gates
Updated the construction actors to dynamically spawn their 'construction progress meter' instead of always having it even when there's no construction progress
Updated the progress widget and 'autofiling progress widget' to no longer use retainer roots (since retainers were 'breaking' them and making them almost always look 'full')
Further fixes to stop units from getting stuck on constructed objects
Invisible barrier issue for walls is fixed(Floating units)
Fixed Turrets in any capacity eating frames and making overall performance worse
Grenade Throw Crash should be resolved
New LT models added (Pending some new AI)
Death Gibbing added with an initial 20% chance to occur on death
Map has been vastly improved when zoomed out in terms of quality will be tweaking this further
Main Menu performance/Overall Performance should have been boasted another 10-20% depending on your hardware
Silencer Damage graph added for all weapons to give some kind of "Fall back" for being silent
Overall Recoil for TPS operator refined when shooting
Rotate in place added for when firing in a new direction for TPS Operator
Spitter health changed from 435 to 260
Fixed Freelook having 'pan enabled' while the mouse cursor is invisible (mouse should return to center of screen while freelooking, now)
Pod threat lowered so units don't always shoot them over normal infected
UI performance tweak across the board
Fixed the ActiveDenialSystem not properly showing its power status when selected
Fixed the Turrets not properly showing their need for power if constructed without being near to sufficient power
Fixed the ADS's 'power wire connection spot' being too high
Fixed the ADS not properly showing its power widget if it's constructed with no access to sufficient power
Adjusted power widget position for generator
Fixed the Operator 'intercepting' B-key presses: toggling to Operator should now only work if you select the Operator and hit the appropriate key (toggling out of Operator is still B)
Fixed up the Wall healthbar to use an invalidation box (instead of a retainer, which was breaking the percentage)
Fixed up the Wall healthbar to properly update when loading in
Death Animation system improved so units no longer "pop" upwards when they die anymore and perfectly transform to the ragdoll state.
Operator Updated ironsight code so it doesn't zoom camera out when reloading + added a new face rotation system for when shooing hipfire
Added it so when a single Helicopter is selected and you right click a Helipad built by you it will auto fly to the pad and land there correctly from user feedback from a AmA.
Added move-preview support logic to Helipad 'right click to move helipad to land' logic
BKP-50 given to the Swat Infected Operator
Silenced Pistol temp given to the Fenrir Infected Operator
Operator can no longer walk through allies
Shrunk the Distance Ammo Supplies from the Atlas will attempt to refill units based on Steam Community feedback threads
Fixed units having a 'mouse hover' effect around them if you were mouse-hovering the vehicle they were in when they exited said vehicle
Flare mapping issue resolved for Assaults
Charon HP increased from 500 - 1500
Merlin Increased from 600 - 1800
Shawnee increased from 160 - 1650
Updated the 'load game' menu to sort its entries by their save time (with latest played saves being first)
Added a 'delete all saves' button to the Load screen (it still has a 'are you sure' popup, don't worry)
Updated the Pandemic Load menu to asynchronously load upon opening up, to show the loading taking place (rather than freezing up your game entirely when you hit Load)
CERC enemy Sharing logic turned off since our "detection" system changed recently causing a lot of issues where CERC would get their targets overridden by units near them.
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
Known Bugs
(Click Show details for a full breakdown of the changes) [expand type="details"]
We are aware of some structures being purple at certain heights we are investigating this
[/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power [expand type="details"] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! ːWinterSmileː Link here [expand type="details"] [/expand]
Patch - 1.1.14.2 [Experimental only]
These are patch notes for the newly "opened" Experimental Steam Branch. Experimental will operate as followed:
We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public.
The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period.
Experimental will stay open at all times going forward.
How to Opt-in
We will be having 2 more batches of Experimental before we switch to civilians in 1.2! We hope to have done both "batches" by early next week but it just depends on how stable these two tests go. #1. Further Optimization / Operator Finalization #2. Medium Atlas Tower / Revised Weapon Buying information Window
New Operator is now in
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Tree Collision across Western Treasure Island improved to fit the physical object better to stop navigation related issues
Infection Resistances improved for CERC units
CERC units when "Converted"/ "Infected" will gain a higher damage resistance when they are turning and then revert to their CERC tables since they are armored
Pod resistance towards small firearms reduced so explosive weapons are typically always preferred like SMAWS/Flamethrowers etc.
M249 Added for the Heavy
Shotgun spread/damage rebalanced to make them actually effective in Close-Medium range
Fixed PlayerController 'sorting of units for move orders' to put helicopters 'last' when issuing move points (to be congruous with what the Formation Move Templates expect)
Fixed a problem with Spine Turrets never being constructed. And added a safety to 'kickstart' it on old saves (may not have been needed, but it should ensure spine turrets start getting built again on old saves)
Updated the 'structure name hovertips' (from hovering over structures) to disappear if that structure is destroyed, or if you pause the game
Fixed the MG Turret and Missile Turret being buildable even if you don't have enough money for them
Added speculative fix towards Ammo drops 'constantly playing ammo fill noise' even if the units near it are full on ammo
Added minor safety to RotorWash effect parameter to lower overall cost for helicopter caused winds
Blowup guys rebalanced so they are more effective in "blowing up" Destructive gibbing added
Adjusted the 'distance tolerance for breaking speed limit' on the Formation Position actor, to make move orders 'in walk mode' make units not want to break 'walking speed' (and thus potentially make too much noise?) unless they're really far from their assigned formation position Result: Formation move orders, when not running, prefer to 'slow down (as a whole)' rather than speed up individual units, keeping the move orders from breaking 'walk' speed
Updated some Spine Turret initialization settings and AI settings to make it a bit more reliable in its targeting
Updated the new Formation Movement to respect the Formation Distance buttons
And had to include a
weird* fix for CTRL move previews
Also adjusted some helicopter 'formation position width' so they dont clip inside each other when giving move orders
Improved Circle Up formation:- Now mathematically will add 'inner circles' as required, starting when you hit 16+ units. It will then add circles outward while making sure the outermost circle is always 'full'. The 'leader position' will be at the front of the outermost circle. (this took a decent amount of math to do)
Fixed the 'helicopter-only' move orders always moving at 'max speed' instead of trying to get into formation
Added a new set of logic to the Formation Movement Handler to try to 'lockstep' helicopters in helicopter-only-move-mode, then to 'take the foot off the brake' once they're lined up
It works in a lot of good situations, though over long move orders or around buildings they can desync. Still, it's far better than the start/stop they had before
New Infected meshes are added
Shredder Rounds DNA is now 650
Updated Runtime Audio Plugin with more fixes from my thread with them
Engine Rendering Method switched to TAA from Temporal Super Resolution (Was causing blurriness issues)
Fixed up GrenadeCapable accessing with an 'accessor' function to make it safe (fixes array-index crashes)
Refined Music Player UI slightly to allow local volume setting.
Fixed the Vee formation having a position 150 times farther away than it should
Fixed a few issues with FireMode that could cause infection pods/towers to remain invisible even when in vision range
Added logic to the Helicopter-only formation movement logic to 'slow down' if the formation needs to dodge buildings, allowing the unit to 'reform' -Removed the 'helicopter-only move orders slow down when dodging buildings' change to formation system
Performance improvements to Widgets/UI across the board to improve game overall performance. In our testing we saw FPS improvements up to 40-60% in most cases.
Fixed an issue w/ formation movement malfunctioning (there was an uninitialized vector)
Added tick optimizations based on LOD of weapons configurable on a per weapon basis to bring down overall CPU utilization
Improved 'double-click' responsiveness to be much more reliable
Adjusted the 'double-click' run response to not cause units in formation-moves to 'slow down for a moment' if they are in Run Override (from the command button)
Improvements to Animation system to stop units moving in place when they stop for a few seconds.
Further Optimized Animation system to get more performance
Turret UI optimizations
Fixed certain graphics settings forcing a LODBias that made the game visually worse
Fixed the skeletal mesh-type buildings keeping their 'old healthbar widget' despite it no longer being used
Fixed up the healthbar height on the Custom Sign
CERC units can be seen through walls when in TPS mode
Collision to cars/trees fixed in various spots
CERC units can now be commanded by switching groups via 1-9 and then issuing an order via the directional keys on your keyboard.
Fixed Ragdolls "hiccupping" when they die sometimes via death animations
Critical point system expanded to the Spitters/Blowup guy(headshots, legs, arms & chest
Added Spitter death effects.
Updated the Formation Move Handler setup to make units more 'snappy' in following their move positions when following the Operator (and to properly detect when the Operator is running
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power [expand type="details"] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here [expand type="details"] [/expand]
Patch - 1.1.14 [Experimental only]
These are patch notes for the newly "opened" Experimental Steam Branch. Experimental will operate as followed:
We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public.
The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period.
Experimental will stay open at all times going forward.
How to Opt-in
Expect the first Step of the new Early game [Localized Infection Spawning] live on Experimental Wednesday-Thursday for feedback!
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Added a fix to the Formation Templates to not try to 'offset' units if there's only one unit to read (so they just move to 'mouse pos', so to speak)
Formation System improved to dynamically nest/create new ones that follow tightly along other formations
Grenade/Blowup guy explosion radius improved so they are more accurate and balanced overall.
Blowupguy effect added for when they die
Fixed up Circle Up 'breaking' a vehicle position in soldier+vehicle move commands Updated the Atlas 'vehicle box' size to better envelop the vehicle (so its length is better calculated to include the front of its cabin+bumper)
Updated formation position handling: Vehicle 'formation length' even further improved, with each 'pair' of vehicles being measured lengthwise to ensure proper positioning (without being majorly behind the soldiers, in a mixed-unit order)
Soldier 'formation length' improved to dynamically measure how far back the soldiers go, so vehicles can be properly set behind them (rather than set way behind them)
Fixed Medical facility and ServiceDepot disappearing when near the edge of the screen. Minor decal placement fixes in TIG04
Helicopters now are in their own 'formation group' when issuing combined unit move orders, and will now be 'above' your other units (instead of 'behind')
Fixed up 'vehicle only' move orders having a 'half-vehicle-length' offset behind the mouse click position
Added some logic to make the custom sign 'customization popup' disappear if its owning sign is destroyed
Fixed PlayerController 'sorting of units for move orders' to put helicopters 'last' when issuing move points (to be congruous with what the Formation Move Templates expect)
Updated width-calculation logic to function for Formation Move Templates
Shotguns buffed to have larger spread cones to be more effective overall
Juggernaut resistance towards bullets greatly increased
Added some extra logic to make helicopters not try to go too high/too low on move completion
Improved 'direction facing' on move completion
Fixed a problem with Spine Turrets never being constructed
Added a safety to 'kickstart' it on old saves (may not have been needed, but it should ensure spine turrets start getting built again on old saves)
Updated the 'structure name hovertips' (from hovering over structures) to disappear if that structure is destroyed, or if you pause the game
Fixed the MG Turret and Missile Turret being buildable even if you don't have enough money for them
Fixed up the Field Turret buttons not properly displaying their price if you cannot afford them
Added speculative fix towards Ammo drops 'constantly playing ammo fill noise' even if the units near it are full on ammo
Added minor safety to RotorWash effect parameter sets on BeginPlay.
Lowered how much gas all ground vehicles consume when driven,
Crash fix for blowupguy killing infected near him
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Patch - 1.1.13 [Experimental only]
These are patch notes for the newly "opened" Experimental Steam Branch. Experimental will operate as followed:
We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public.
The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period.
Experimental will stay open at all times going forward.
How to Opt-in
Expect the first Step of the new Early game [Localized Infection Spawning] live on Experimental Wednesday-Thursday for feedback!
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Early pass on the 'local virtual population moving if no pods remain' logic, to make sure local populations of virtual infected do not become 'stuck' if the player wipes out their pods before the virtual infected in that area can enter the world
unlock prices changed for phase upgrades, flashlight and gas mask and nvg unlocked by default
fixed blowup guy not exploding again
texture redux for better memory
Updated Virtual Unit Movers to have movement components that better match regular units (fixes an issue with them trying to 'climb' areas which they should be able to, but couldn't, so 'virtual' groups of infected can move better now)
Adjusted a Power Plant move proxy
Adjusted the 'per level' values in the SpawnNode to be floats, for easier customization
Added a small safety to the NewBaseVehicleBP
Adjusted Seenlist logic to mark units that have been right-clicked to be targeted as 'priority targets', which are treated as 10mil threat more important in target prioritization. Doing this also will remove 'priority target' from anything else in that unit's SeenList, so 'priority targets' are not remembered if you issue different orders. They still will have more threat than usual from being right clicked, however.
Fixed several Navigation errors around Angel Island cliffs.
Virtual texture conversion for all weapons
Presidio Zone Border and Location Volume overhaul
Angel Island Location Volume overhaul
Fixed water collision so you can drag boxes over them again and order helicopters to exact points over the water
Added saving/loading for unit's "MySpawnNode" pointer (should help fix some issues with civilian evacuation 'not counting')
Conversion health of cerc changed from 2000 - 110
Pod resistance changed to better survive scar meta
Lod changes for Weapons for better optimization
Reverted spawn node settings in the SpawnNodes maps for the Master, so they stop 'overriding' values from the SpawnNodeBP. In the Future we will be tweaking how often Spitters/blowup guys appear once their AI is finalized
Disabled the CommandPost's civilian spawning loop in Chelsey System enabled maps
Used a new implementation of 'hovering over' to make the mouse 'hovering over units/buildings' more accurate and responsive
Improved Structure-handling of 'mouse over hover display' to include 'highlighting' the building
Improved turret widget to zoom in slightly when you hover over said turret, and to 'highlight' its base when hovered, too
Added a speculative fix for turrets not 'unfolding' when loading saves (seems to work, hopefully doesn't add issues)
Updated the ADS and the Field Turrets to player more nicely with the hovering-highlighting system
Fixed the 'world infection' post process effects being 'active' even if the source area is not
Added a safety to make sure units which are dropped in via parachute will run to their building's rally point
Converted system to new collision system to stop "faulty" collision
Fixed a 'distance check' in the assignment of multiple units to construction points (to prevent units getting stuck in 'infinite construction loops' between two semi-distant construction points)
Adjusted Engineer Pathing so they hopefully cannot get stuck on walls/objects they construct anymore.
Also added a final check when a unit finishes building something to make them try to 'lerp away' from whatever they built, if their ground is invalid
Adjusted the 'in world name popups' when hovering over buildings to not 'black out the screen' for one frame when popping up (they 'scale' right after being constructed: if the framerate's low enough, you'll see this for one frame. It now is going to be invisible for that first frame, to prevent assaulting users' eyes if their framerate is dropped) Result: Construction seems a lot more reliable
Revamped the saving/loading of 'world infection goop': should now be more accurate. As a side-effect, old saves will not remember where their goop was, but shouldn't be a big deal
Moved the 'Idle Engineer' button to the bottom left of the HUD, to the right of the minimap (and scaled it down)
Set up the 'saving' popup to be in a horizontal box with the Idle Engineer button, so it won't conflict with the Idle Engineer button
Adjusted the Unit Groups to start higher up, now that the Idle Engineer button has been moved
Additionally, adjusted the Unit Card scaling to not be as intense (max size is now +25%, instead of +50%), to try to prevent the cards from overlaying the minimap
A 'death icon' will appear to the right of a group name when a unit is killed. A different icon will appear if a unit succumbs to infection and converts.
Added a 'collapsed mode' for the new Unit Card Group Window setup. In Collapsed Mode, only a unified healthbar is shown. It will shift to red in color if it gets low. This healthbar only shows the average for living members. If a unit dies or is converted, the healthbar will adjust its maximum (which may go 'up' due to missing a member), but this will also be indicated as still bad due to the death/conversion icon appearing. Additionally, the Groups will remember if they were Collapsed or not
The Group Name (and the unified healthbar, in collapsed mode) will now flash red if a unit in that group takes damage.
Updated the Group Window widget naming setup:
Scalebox added and text limit increased (from 10 to 20), so you can give groups a longer name (and the name text will scale down in size to fit) Text area is limited to still allow room for ~3 icons to appear to the right of the group name (and to not block 'clicks' to that area to select the group w/o editing group name)
Properly indicate when all their units have been killed by broadcasting 'DESTROYED'
Added a basic "InfectedMorale" value to InfectionZones, with saving/loading. This value drops if a REINFORCE Unit Mover's units were all killed by the player. Morale is for the 'REINFORCE' calls to stop coming if enough reinforcements are cut off: not yet used
Updated the Reinforcement logic from the Chelsey System to no longer target zones with sufficiently low infected morale. In effect: if the player cuts off groups of Reinforcements from reaching a zone, the morale will drop. If it gets low enough, reinforcements will stop being sent. The infected's morale will build back up if you spend enough time away from an infested zone. Practically: this means if you stay in a zone and cut off their avenues of reinforcement, you can 'isolate' that zone and drastically reduce the amount of infected that will be sent to fortify it, since the infected will view that zone as a 'lost cause' due to too many losses.
Updated the Virtual Unit Movers performing 'REINFORCE' calls to no longer 'disappear' upon reaching their destination, but to stay in play as long as they have any devirtualized units remaining (that way you can kill off that bunch of infected even if the invisible unit mover made it past you, and still drop the enemy morale, rather than the morale drop not occurring because you weren't quick enough to stop the invisible unit mover from getting by)
Speculative fix to mortar crash from here: https://discord.com/channels/469412014427602944/986144869590368256/995422084492693614
Converted Structure Health to 'Getter/Setter' setup, to lock down situations where infection pod healthbars weren't updating properly. This did resolve that issue, it seems, and infection pods no longer have their healthbars show as ~'5% health' whenever you load a save file, despite them NOT having that amount of health.
Added a fix to helicopters sometimes getting 'stuck moving slowly' if they are given a move order with a group
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Patch - 1.1.12 [Experimental only]
These are patch notes for the newly "opened" Experimental Steam Branch. Experimental will operate as followed:
We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public.
The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period.
Experimental will stay open at all times going forward.
How to Opt-in
Expect the first Step of the new Early game [Localized Infection Spawning] live on Experimental Wednesday-Thursday for feedback!
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Blowup guys now explode when killed or when they get close to a target like they rightfully should have always
Regionalized Infection spawning is now added (A few more tweaks will be added going into Friday)
Added a 'Infection Population' tracker to the Infection Zone Widgets that appear in world. This list will show 'Unknown', 'Small', 'Medium', 'Large', or 'Extreme', rather than listing the exact amount of infected in an area. The idea behind this new change is that they can only spawn/create what's available to them in that "zone" otherwise they must request for help from nearby regions. (They will gain a Morale system for how many units can respond till they retreat going into Friday-Monday. The threshold to determine if they are making any progress will be increased as they gain more infected since they would have a bit more "bodies" to throw at you. So in longer games where their overall population is higher in nearby zones to the zone your attacking they can afford to send larger groups to try and counter attack/defend their land. But it will be impossible to win anymore just defending and attacking one point for the entire game )
Updated the Infection Zone Widget to hopefully be more performant
Unlock prices changed for phase upgrades, flashlight and gas mask and nvg unlocked by default
Early pass on the 'local virtual population moving if no pods remain' logic, to make sure local populations of virtual infected do not become 'stuck' if the player wipes out their pods before the virtual infected in that area can enter the world
Shawnee received a damage buff/ spread decrease and target acquisition time was lowered
Removed advanced options that were setup incorrectly + fixed resetting options that weren't saving correctly
Added basic 'structure hovertip' when highlighting player structures
Added 'hover highlight' logic, to make player units get highlighted when moused over + display unit info
Further refinements to accuracy for building/capture in Angel Island
Weapon textures further optimized to lower VRAM usage
Fixed several Navigation errors around Angel Island cliffs.
Adjusting manual right click targeting to make sure units always target first enemies you right click for them to attack
Updated Virtual Unit Movers to have movement components that better match regular units (fixes an issue with them trying to 'climb' areas which they should be able to, but couldn't, so 'virtual' groups of infected can move better now)
Adjusted a Power Plant move proxy
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Patch - 1.1.11 [Experimental only]
These are patch notes for the newly "opened" Experimental Steam Branch. Experimental will operate as followed:
We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public.
The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period.
Experimental will stay open at all times going forward.
How to Opt-in
Expect the first Step of the new Early game [Localized Infection Spawning] live on Experimental Wednesday-Thursday for feedback!
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Weapon Textures adjusted to scale better with lower VRAM cards
New Weapon Mesh Dynamic loading system - we need users to test this and see if they encounter any issues relating to new crashes or oddities with the weapons. If this system works out we will push it further to reduce VRAM and overall RAM requirements across the board. Thus allowing a lot more computers of lower spec to play
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Patch - 1.1.10.1
Summer Sale Art
It would seem Winters cant even get a break when shes on vacation...
The New Early Game + Local Infected Populations are coming in parts this week. https://steamcommunity.com/app/979640/discussions/0/3192494671075106022/
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Fixed an Issue that was causing FPS drops in Western Treasure Island
Further improvements to resolve the Winters duplication bug
Spawns adjusted for Infected that were spawning in the floor
Atlas now repairs structures correctly now
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power [expand type="details"] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1