Last Letter to the producer can be read here on current priorities https://steamcommunity.com/games/979640/announcements/detail/3102422162152822125
We have a podcast on Friday at noon drop in and talk to the developers we will be taking questions live towards the end! https://steamcommunity.com/games/979640/announcements/detail/3095664226117850397
The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build.
This patch includes 3 patch fixes over the last 48 hours of updates. Expect a patch every few days this week as we work to get everything ship worthy so we can move onto civilian management ASAP!
Change list
Added new Police Cruiser into the map
Improved View Distance Models for when your moving around the island. Won't look like Google Maps anymore!
Further Performance improvements to stabilize framerates
Further collision fixes for stadium in presidio
Rebuilt collisions for Stadium Wing and unchecked "Generate lightmap UVs" for 3 buildings in downtown TI. Hotel, Arboricole, and Hospital Terminal to remove purple textures.
Updated vehicle nav agent so vehicles can get past each other more efficiently instead of giving up
Fixed an issue with Infected becoming 'immortal' if they were Civilians who succumbed to infection after entering a Civilian Hold
Added a crash fix to the new CPCrowdAgentComponent (via IsValidLowLevel check)
Updated the Chelsey Radius to 'move to' its Hive's location upon hive being built (so Chelsey/Lt in question will stick around their hive)
Improved Chelsey AI logic to: No longer 'fail' to find roam locations when inside radius
To properly try to move back to territory when too much time has been spent outside of it (instead of getting stuck)
To try to 'move around' if starting to think they're stuck, but not moving
various weapon balance changes and Infection Pods were buffed for weapon resistance and overall health.
More Operators adjustments will be forth coming as we work to polish it amongst the RTS aspects to get back on civilian management. We expect to wrap up polish and be back on civilian management very soon
Please note the following going forward (Restart your game/steam to get the update if needed
Cepheus Protocol Anthology
We will be launching a new weekly series that will see several chapters added every Friday after release and will cover the chapters of the Novelization with 5 chapters added to expand upon the story and give more value to those itching for more lore/story information. It will delve into and show more about a secret new faction that will become the Anti-CERC in the Cepheus Protocol universe.
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:
https://halcyon-winds-store.creator-spring.com/
Letter from the Producer #5
Halt the Year 2 Roadmap to focus on polish
This letter is a bit lite while we work to polish and clean up systems.
I believe we need to halt the year 2 roadmap to focus on polish. Being an indie team with limited resources i feel our best efforts should be placed towards optimization, Path Finding, Tutorials and bug fixing. After an extensive period of time is spent on these systems we should then resume on Factions/Civilian Management and rework the year 2 roadmap for our new schedule going into Year 3. Vote below if you believe the same and share your thoughts in the comments section/Discord!
Vote here
https://strawpoll.com/polls/7MZ0zjKw1no
So what does this mean? In most cases most divisions will not be affected outside of programmers generally character modeling and other divisions will press on to create a backlog of assets so when the programmers are taken off this polish period we'll have plenty to work on across the board.
Next Patch
We expect to have further bug fixes live in the next 24-48 hours to further improve collision issues and other oddities players have been reporting. Please remember to leave your bugs/issues preferably documented on our discord bug-report channel.
CERC handbook Revamp
Myself and some volunteers from the community have also been working on replacing the CERC Handbook size. Early W.I.P taking inspiration from the Zomboid Wiki, A place to put in lore/guides and general information about the game. If your interested in joining the scribes contact a mod on our Discord.
Playtesters needed!
Discord is required If your looking to help steer development and bugtest in a volunteer position apply here. Cepheus Protocol Playtest Application Form: https://forms.gle/xpeRPu8F7ZCTidwA6
Moderator applications are open for all Platforms
Discord is required Cepheus Protocol Discord Moderator Application Form: https://forms.gle/8jkZphtoK1sTrYYU7
Localization Update
The game is now localized in Simplified Chinese and will gain Korean, Japanese & Russian in the next few weeks.
Character Modeling
Standard Infected are now done in the modeling stages. Awaiting Rigging/Skinning
Mask progress for Assaults
We toyed around with Winters mesh not final. Still debating on the hair style
We also took some time to do early LOD/Mesh testing of the new Assault meshes no ETA yet on their implementation.
General Modeling
We tweaked and toyed with the Police Cruiser for the police faction.
C5 Galaxy We are modeling a C5 Galaxy for future callins related to bringing in heavier equipment like the Abrams.
We also been working on Infected Walls and fornications' for Mid-Late game
Hotfix Patch - 0.7.130.3
Last Letter to the producer can be read here on current priorities https://steamcommunity.com/games/979640/announcements/detail/3095664226109912423
We have a podcast on Friday at noon drop in and talk to the developers we will be taking questions live towards the end! https://steamcommunity.com/games/979640/announcements/detail/3095664226117841231
The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build.
This patch includes 3 patch fixes over the last 48 hours of updates. Expect a patch every few days this week as we work to get everything ship worthy so we can move onto civilian management ASAP!
Change list
Made a 'GarrisonableRadius' customizable value for vehicles, so vehicles that have a hard time garrisoning things can 'relax' their acceptance radius for units trying to board Used this to make units have an easier time boarding the Charon
Speculative fix towards 'ShouldDealDamage' to hopefully combat the Immortal Infected issue (still gathering data on it)
Fixed 'other faction' units not being visible to the player except in Thermal
More Operators adjustments will be forth coming as we work to polish it amongst the RTS aspects to get back on civilian management. We expect to wrap up polish and be back on civilian management very soon
Please note the following going forward (Restart your game/steam to get the update if needed
Cepheus Protocol Anthology
We will be launching a new weekly series that will see several chapters added every Friday after release and will cover the chapters of the Novelization with 5 chapters added to expand upon the story and give more value to those itching for more lore/story information. It will delve into and show more about a secret new faction that will become the Anti-CERC in the Cepheus Protocol universe.
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:
https://halcyon-winds-store.creator-spring.com/
Hotfix Patch - 0.7.130.2
Last Letter to the producer can be read here on current priorities https://steamcommunity.com/games/979640/announcements/detail/3095664226109912423
We have a podcast on Friday at noon drop in and talk to the developers we will be taking questions live towards the end! https://steamcommunity.com/games/979640/announcements/detail/3095664226117841231
The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build.
This patch includes 3 patch fixes over the last 48 hours of updates. Expect a patch every few days this week as we work to get everything ship worthy so we can move onto civilian management ASAP!
Change list
Factions Weapon spawning has been resolved
Performance tweaks to level loading to improve overall system performance
Faction Init Crash has been fixed
Got rid of extraneous nav blocker in G3
Moved landscaping cars to appropriate new Landscaping levels (rather than leaving them in levels where they stream in/out)Also moved some other landscaping trees to the Landscapes to stop ghosting
Checked each spawn pod position in the master, fixed some that were 'sunken' into the ground (was causing targeting issues)
Speculative fix for bridges not 'clearing themselves out' visually when destroyed
Updated collision settings for Player walls/gates to allow auto-wiring to function better for them (via new collision profiles)
Updated team-switching logic to also toggle a unit's Perception Stimuli, so anything looking at them will have to 're-evaluate' them and their team association (so units that were looking at something that was allied but then succumbs to infection, for example, they will not keep treating them like an ally)
Fixed the Command Tent's upgrades not costing anything to purchase
Updated Unit Population Capacity text display at the top right to not 'jar' so much when displaying population capacity change animations
And made the 'population lost' animation not show double 'minus' icons resized tree textures
Fixed an issue with certain building types incorrectly spawning recruited units at world zero (such as the Capture Truck)
Speculative fix towards a crash with Medic AI
Added a crash fix towards factions interaction poorly with perception system on startup
Updated circle up at beyond 6+ units to use radial math logic for positioning units on larger-and-larger circles as more units are added
Fixed up landscaping not working
Reset the crowd following component on Freshly Loaded in characters to combat the 'units unable to move after load' bug
Fixed Leviathan not being shootable
Fixed up Leviathan bile not damaging units
Fixed Helicopter AI having 'double vision radius' for units it had already seen (resulting in units almost halfway across the Open World remaining visible if a helicopter had seen them)
Added some 'Saving, please wait' text to the Pause Menu when the game is saving - it disappears when the save completes (or if it fails somehow)
More Operators adjustments will be forth coming as we work to polish it amongst the RTS aspects to get back on civilian management. We expect to wrap up polish and be back on civilian management very soon
Please note the following going forward (Restart your game/steam to get the update if needed
Cepheus Protocol Anthology
We will be launching a new weekly series that will see several chapters added every Friday after release and will cover the chapters of the Novelization with 5 chapters added to expand upon the story and give more value to those itching for more lore/story information. It will delve into and show more about a secret new faction that will become the Anti-CERC in the Cepheus Protocol universe.
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:
https://halcyon-winds-store.creator-spring.com/
Maintenance Update towards Civilian Management/Factions - 0.7.130
Last Letter to the producer can be read here on current priorities https://steamcommunity.com/games/979640/announcements/detail/3095664226109912423
We have a podcast on Friday at noon drop in and talk to the developers we will be taking questions live towards the end! https://steamcommunity.com/games/979640/announcements/detail/3095664226117841231
The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build.
Change list
The smaller Treasure Island map has been deprecated so we can focus on Open World fully with our teams limited resources. We have pushed for a lot of optimization fixes in this patch to allow open world to fully shine on all configurations. We expect in the future to allow smaller map versions that are playable smaller versions of Treasure Island potentially in the future if there is a demand.
Various optimizations.
Instanced parking barriers throughout all grids.
Deleted some left over infected buildings.
Speculative crash fix for an issue camera following
new firearms sfx
Simplified Chinese is now supported change this in the game options (More languages will be coming soon)
Speculative fix for crash with 'ClearSpawns' in the SpawnNode
Repainted Sparrow to CERC colors.
Fixed up some invalid references for the new Infection Zone setup for the Angel Island zones
Replaced Taxi with new model.
Updated some of the behind-the-scenes pod-spawning logic to better integrate with the building pod system (and custom pods for custom pod locations)
Updated 'initialize unlocks' logic for the Player Controller to hopefully not overwrite data
-Started updated the Faction system to allow classing any faction as a 'CivilianFaction' (so multiple different individual civilian factions can be created)
Started on 'InitialFaction' logic (w/ saving+loading), for better ability to have units 'revert' to their original faction if needed (such as when civvies join the player, then leave)
Added speculative crash fix in response to https://discord.com/channels/469412014427602944/708293877538488410/927865236873171006
Created 'initial faction' tracking logic (primarily for reverting civilians to their initial faction after they join the player, but then leave due to garrisoning or some such)
Started updating the Civilian Faction Archetype to prep for being used, after some brainstorming Revised collision more work is needed but basic first pass on base systems
Fixed a loading crash when loading a game where some spawn pod locations may not match the version where the save was made Improved Infected + Vehicle movement and fixed navigation that was improperly building on top of some vehicles cursors fixed/ further refinements to visibility + weapon attacking and unit collision + All AI converted to
Updated safety for the Spawn Node 'clearing' logic in response to a crash report
Updated the shooter pawn melee to only knock over things that bullets could (instead of possibly being able to ragdoll things like Chelsey)
Updated civilian spawning to not occur while loading is going on (resolves an issue of 'un-factioned' Civilians spawning before the factions are loaded)
Grenade logic slightly simplified to make them more reliable: prevents the new collision settings from causing a 'dud grenade throw' if you aim the grenade directly onto a unit
Fixed garrisoning of units causing the right click arrow to pop up no matter what
Fixed a crash w/ Right Click
Ported over Double Clicking to the native engine Double Click detection
Also added special case for a double-click on a 'rotate arrow' release
Fixed up the Power Component 'radius visualization' mesh logic for Building_Base: it shows up now for wire mode, instead of not appearing at all
Fixed the 'builder' preview radius for sprites (such as Barracks' ammo radius sprite) Added in New thunderbolt asset for airstrikes
Cleaned up vehicular spawning logic for Building_Base
Improved button 'diagnose disabled' logic to properly show
why* you cannot build a specific building, under the new system (i.e. price, unlock required, etc.)
Also fixed up a 'horde mode' check controllers now dynamically attach to their pawn revised ini file and collision settings
New experimental Tiled Water setup.
Adjusted 'SwapOwnCard' in the Unit Group widget as a speculative fix for a crash
Added a new 'ConstructionRadiusMultiplier' to building stats, to resolve an issue with some buildings being 'too large' for the regular construction/repair radius
Fixed up 'build radius visuals' for buildings
Fixed up the new Building System to properly add buildings into each Infection Zone's tracker (this also restores the 'civilian gather around base' functionality)
Hooked up logic to have the Power Pylons show their 'power radius' when constructing them via the builder
Fixed up the shops button display of Building Data, so subbuilding construction (for civ hold, for example) will have proper hovertips again
Updated music player to properly rewind and virtualization was changed so zooming in and out wont permanently break music anymore.
Fixed power power auto connecting & added debug strings to perception. fixed grenades not interacting with pawns, fixed the JLTV turret not spawning correctly
Presidio Grids 1 and 2 updated and optimized.
Corrected and improved collision for buildings. Selection for buildings should be a lot more accurate
Implemented 'keyboard rotation' for building construction
Added a keybind-popup widget for the Sandbag Builder (when constructing non-walls)
Added 'wall flipping' to the Wallbuilder by pressing SHIFT
Improved localization a bit for the Sandbag Builder Keybind Popup
Added a Wallbuilder Keybind Popup
Fixed up a collision issue on walls that made 'tower snapping' more difficult
Added 'wall flipping' to the sandbag builder when actually building sandbags/barbed wire
Fixed a minor localization issue w/ Sandbag Builder keybind tips
Added a 'click safety' to prevent box selection from getting 'replaced' if you release the box when over something else that's clickable (like a building)
Started on implementing the actual logic for the Spotlight under the new building system
New system should break a circular dependency on NightDay/GameStateBP
Needs new vision logic under the Perception Component update, and proper settings for its Spotlight Component: making this commit before reverting to check those stats
Dug up the old Spotlight Component settings (performance et al) via SVN and re-applied them to the new form of the Spotlight building further localization vetting , Widgets adjusted that shouldnt have been flagged and resolved cook errors relating to how the constructors were setup for the controllers
Started cleaning out some circular dependencies
NPC's can now hear music/SFX played from radio sources + Standard infected warping through the map have been resolved
Started updating perception system 'team index' logic
FactionManagers now contain an 'attitudes array' describing their attitudes towards each member of the FactionRegistry in the GameState
Used the Attitudes Array to properly have relatively cheap 'team checks' for the perception system
Set up 'reregistration' of the StimuliSource for characters when they switch teams (i.e. CERC to infected) so units can switch affiliation then properly be targeted for being on a different team if needed
Updated CPSight sense logic to not only filter out teammates when LOS checking for enemies, they also now will not even try to trace to teammates (saving a lot of performance, likely)
Added logic to deregister units from the Perception System (centralized to the GameState) Units will deregister themselves on death
new shotgun and sniper rifles sfx
swapped car alarm sfx for new one
Added a 'bRadialVision' value to the PerceptionData struct for AI Controllers
Hooked this up to the CPSight sense so the sight perception can be radial if desired (and used this to make vehicles have radial perception vision)
Cleaned up the Spotlight construction 'no build zone overlap' warning widget popup logic to function (so if the player's spotlight overlap zone on current spotlight construction is overlapping a zone from another spotlight, the widget will now appear)
GameAnalytics updated to latest build
Hid the body mesh underneath and fixed the position of the walkie talkie for dead bodies
New Jobsite Buildings and material
Updated infected so that when they turn anyone they get the proper collision preset
Added a fix so whenever an actor says 'RightClickHandled' to the PC for clicking on it, it'll 'clear' the rotation arrow logic from starting up if you have a unit selected (note: it still functions if you HOLD right click down, however, as it probably should)
Fixed some invalid 'PCRef' references in the Base_PlayerStructureBP (may have been breaking some power logic)
Fixed the Communications Trailer 'fold animation' not functioning properly (had incorrect blend settings)
Fixed several issues with the TUGS: it had the CERC shop, it was blocking construction in its detection radius, and [TBD] it had a 'field turret base' in its construction preview
Fixed up Rally Flags improperly spawning on most building types (it should only spawn on 'shop' buildings
Added crash safeties for DoMeleeAnimation and 'OnClick' bindings for Base_Character and Base_Structure
Minor visual issue with Player Structures in Wire Mode now (red rather than white lines), but this resolves several issues they had before this merge
Fixed the 'SpotlightOverlapZone' blocking construction of other building types
Fixed Spawn Location values for Motor Pool and Command Tent
Fixed auto-wiring not working for buildings
Fixed the 'base mesh' of the Field Turret 'construction hologram' not responding to mouse
Fixed the 'construction radius' for Field Turrets (and likely sandbags/barbed wire) not functioning correctly
Fixed buildings improperly 're-adding' themselves to the Building-tracking array in Infection Zones (this temporarily 'broke' construction of 'one-per-zone' buildings, and likely caused other bugs I didn't spot before resolving)
Boosted character movement depenetration stats to try to stop units from getting stuck - it doesn't stop that, but it does seem to help a bit with units getting 'unstuck' if they get stuck inside one another
Merged together some of the Healthbar show/hide logic for Base_Structure, to resolve an issue with player walls not showing healthbars correctly, and buildings not showing healthbars when selected
Fixed up player wall double-click logic to function once more
Updated units to not be blocked by the 'Construction' collision channel
Updated construction 'holograms' for repair points (for rubble walls) to not block unit movement
Updated Pods' "GetInteractionPoint" logic to return Attack Points (so player units can shoot at them properly)
Updated Chelsey to no longer 'swap AI refs' based on Chelseys System's presence (the 'swap' logic stopped working for some reason, and without this fix she'd be braindead)
Updated radial vision logic to no longer erroneously 'see everything'
Also updated vision initialization and 'ToggleRadialVision' call to be more consistent
Updated Helicopters to have a separate AI class from ground vehicles
Used this to give them a vision range similar to what they used to have
Fixed Infected minimap points not disappearing when the Infected themselves were re-hidden in the Fog of War (from player losing sight of them)
Fixed a collision issue with bridges that was preventing units from crossing
Added additional exit sockets to the Sparrow to make degarrisoning-while-landed safer for it
Improved some degarrisoning logic to make it safer and reduce chances of units getting 'stuck' in one another
Also improved degarrison position for Springbok
Adjusted 'rubble mode' logic for Bridges to properly clear out some of the secondary actors that help it function in 'destroyed' mode
Improved 'repair building' logic to not force units onto the Building's root position (resulting in units 'going inside' when repairing)
Made Engineer welding no longer ignore 'collision sweep', so engineers should no longer meld together when working on the same project
Fixed a bug which caused a unit selection consisting of grouped and ungrouped units to 'ignore' moving the ungrouped units
Fixed up some infection tower targeting points
fixed TI park bridge nav.
Further localization cleanup & improved the culture loading. Increased the side of the YT video player + added an FPS limit when a Youtube video is being played
Fixed several 'minimap offset issue' when zoomed in on the large minimap
Updated Chelsey Radius to no longer 'spawn initial infected group' when loading a save game (which was resulting in a bunch of ~70-90 infected appearing every time you load a save)
fixed infected becoming unkillable when they are knocked down
locked the ability to toggle to RTS mode while customizing a weapon
Fixed some targeting issues that likely were culling buildings (like pods) from being targeted in some situations
Fixed up Mortar autofire logic (used for the AC130 autofire) to be able to target structures again
Improved level LOD quality
IgnoreActorWhenMoving Was added to grenade base to make them properly ignore the pawn throwing a grenade
Improved some AI targeting logic to utilize proper 'get target location' calls, now that the target being a pawn is no longer required
Removed a 'NoiseResponse' check when seeing about adding a unit as the first unit into our SeenList
Fixed Pink LOD issue with Road Bridges
Replaced the blood effect from 'fired spines' from a Spine Turret with a (hopefully) less graphically-intensive particle effect
Fixed up cursor logic for Field Construction/Building Construction (so the construct or repair cursor will appear when selection is correct and you're highlighting something to build or repair)
Fixed up an issue with GarrisonVehicle logic not functioning on the Civilian Hold subbuildings (removed a duplicate pointer to the GarrisonVehicleTemplate and fixed references after)
Fixed up the collision settings for 'explosive friendly fire safety' logic (so units with grenade launchers/etc. should no longer blow up their allies, unless you have that option turned off in the ROE)
Sped up the 'end rappel' montage for fast-roping, so units won't get 'caught' in one another when multiple units fast rope off of the same rope
Fixed an incorrect 'shop string' in the Command Tent's shop data asset
Updated 'bRotateToShoot' "false" logic to properly allow units that have that as false to be able to shoot without rotating or being forced to rotate
Further improved 'dump garrison' logic for vehicles to make it safer when dumping a large number of units at the same time
Updated civilian 'backup spawn location' to 'fuzzy' the spawn location a bit to try to counteract the 'civilian tower' spawning issue
Fixed horde map issues of it not starting up
Added a 'TemporaryHelicopterNoFlyZone' to try to clear airspace beneath spawned vehicles that are parachuting in
Fixed up the vehicle 'parachute in' logic:
Has timeout safety
Has fixed numbers (due to the PC's new logic for spawning units 12000 units in the air), to prevent spawning them
super* high and making them forget where the ground is so their parachute fails to unpack)
Fixed the Localization to properly gather text from C++
Improved fast rope logic to use a separate 'sockets' array so adding additional exit sockets won't break fast roping
Used this to fix the Sparrow's fast roping, and set it up for the Merlin+Charon as well
Fixed the Capture Truck not being buildable
Improved degarrisoning 'dump' logic further to better use the nav system queries (fixes 'dump' command for Charon)
Fixed the Command Tent not having a notification for when it comes under attack
Fixed the MG Turret not being able to have a full magazine
Reduced safety timer for vehicles 'landing' after being called in, in case they somehow get stuck
Fixed the Medical Facility healing nearby units even when unpowered
Fixed the building 'check for nearby units' logic to properly initialize in order to not 'exclude' units who were already in range when the building was constructed (this resolves issue with Medical Tent not working)
Fixed the Barracks allowing weapon market usage even when unpowered Updated sight components for logic errors + fixed civilians the wrong vision cosine when infected
Worked w/ Robert to make a smoother version of Vehicle 'parachute-in' logic
Moved a Spawn Pod in Grid 8 that had targeting issues
Improved Shawnee turret targeting:
360 degree targeting now
Improved Shawnee flashlight range
Adjusted Shawnee turret flashlight to not get 'occluded' sometimes by the body of the Shawnee
Fixed electric walls not being able to be upgraded into electric gates
Fixed up wall snappoints erroneously 'blocking' themselves from appearing by 'overlapping' their owner
Added a fix for civilians being 'inconsistent' for your units to see (they weren't using SeerList logic)
Enhanced the Motor Pool's radius to properly start repairing nearby vehicles, and not to display the vehicular weapon market if the Motor Pool is unpowered.
Fixed up Medic/Engineer AI to use 'OverlapMultiByChannel' rather than ByObjectType, to utilize the Pawn channel (and resolve Engineers failing to repair nearby vehicles)
Fixed up collision settings on repair sphere on the Repair Atlas, so it can detect nearby vehicles again
Improved 'right click on minimap' logic so the trace is less likely to fail (it may have been failing simply due to too great a difference in height when tracing, so the trace starts higher and goes much lower now)
Added a crash fix for a delegate bind that wasn't safely done
Continued experimenting with making units 'not be able to see teammates': found a solution that seems to assist performance instead of harm it
Ported some logic around to make sure that civilians get 'in-world overhead infection widgets' when they're infected (player units do not have this yet, though)
Started on the UnitBunch class for making perception system cheaper
Fixed the White Phosphorus collision so it can damage things again
Lowered the travel time of AC130 (Dragon Gunship) call-in rounds to 2.5 seconds (from 3 seconds), so it's more accurate. Slowed its rate of fire by half a second, to compensate.
Improved SeenList debugging and added new bool to Base_Character bSeenListDebug for showing logs related to SeenList entry removals.
Used this to track down a 'SeenList double clear' issue that was causing units who successfully killed an enemy to erroneously 'double clear' and remove another entry from their seen list (resulting in units just 'standing around' despite seeing clear targets in front of them)
Additionally functionalized some more of the SeenList logic in the AIController, which hopefully will reduce the number of traces used to verify targets
Continued updating the UnitBunch logic to track units that have Perception enabled, and to 'enable perception' on more as needed
Fixed a crash when launching into the master w/ Factions enabled
Fixed the Faction Construct points not having 'character spawn locations'
Fixed Spitter's projectiles 'hitting themselves' rather than moving towards targets
Fixed beta Factions having 'black color' as their faction color
Presidio Island lights audio volume fix
Converted the Infected Normal, Spitter, and BlowUpGuy Classes to use CrowdFollowingComponents instead of PathFollowingComponents
Added logic to make the DoubleClick call cancel out the 'start up rotation arrow' timer if we're not already in Right Click Rotate mode (stops double clicks from sometimes erroneously starting a rotation command)
Fixed up dynamic civilian factions not properly registering as enemies of the Infected
Continued updating UnitBunch logic
Added Spawning logic to make UnitBunches get dynamically created and managed by SpawnNodes, based on when Infected register/unregister from said Node
Further reduced the amount of 'perception units' in the UnitBunch system, to make infected cheaper
Adjusted SpawnNode radii in the Master, to make defense responses more likely (player units
must* be overlapped for defense responses to work)
Made some Defense Response logic fire off even if cooldown timer(s) are running, if there are no defense infected deployed
Boosted Defense Infected 'minimum lifespan to clear' to 90 (from 50): saw multiple situations when testing where defense infected were cleared before they reached their target, due to the larger zones used relative to when this system was first made
Added a safety in RightMouseKeyHandler to 'clear' the 'block right click release' when 'right click pressed' to stop somewhat laggy situations from erroneously blocking a move command when double-clicking after having double-clicked
Fixed the Double Click Effect actor (the red 'dot' that pops up on double clicking) interacting with collision
Fixed the 'version indicator' at the top of the HUD blocking mouse clicks
Moved a truck in the Master that was overlapping a tree (in G3Marina)
Adjusted InvisibleWall collision preset to block vision, bullets, and Fog of War sight
Adjusted some settings on Tree actors (no change to stuck issue yet, though)
Fixed the Ragdoll collision preset making ragdolled units not count as 'visible' (and thus not being possible to shoot)
All CERC unit health values were lowered
Fixed a building 'sight logic' issue that was preventing units from seeing buildings (including gas towers) if their root was too far away from them (when the sight logic existed to say they don't need to be close enough to see the building root if they can see one of the points of the building)
Fixed the "HOME Button to jump to CERC Tent" keybind not working in some circumstances
More Operators adjustments will be forth coming as we work to polish it amongst the RTS aspects to get back on civilian management. We expect to wrap up polish and be back on civilian management very soon
Please note the following going forward (Restart your game/steam to get the update if needed
Cepheus Protocol Anthology
We will be launching a new weekly series that will see several chapters added every Friday after release and will cover the chapters of the Novelization with 5 chapters added to expand upon the story and give more value to those itching for more lore/story information. It will delve into and show more about a secret new faction that will become the Anti-CERC in the Cepheus Protocol universe.
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:
During major events we will be bringing in special guests to discuss their experiences they have had in Cepheus Protocol for future podcasts. If interested contact a Moderator
We will be live on Twitch and in our Discord AmA channel for those wanting to listen in on voice. You can partake in the live AmA either on Discord AmA channel/Twitch Chat.
During major events we will be bringing in special guests to discuss their experiences they have had in Cepheus Protocol for future podcasts. If interested contact a Moderator
We will be live on Twitch and in our Discord AmA channel for those wanting to listen in on voice. You can partake in the live AmA either on Discord AmA channel/Twitch Chat.
Segment 1: Dev roundtable 15 mins - a discussion between the developers on the current state of the game and current content released
Segment 2: General discussions/questions 20 mins - Host will be picking out most prominent questions and discussions made in the discord for the week
Segment 3: Live QNA 20 mins - opportunity for the community to ask questions directly to the developers
Segment 4: Closing discussion 5mins - discussion between the developers on the upcoming content for
Letter from the Producer #4
Happy New Year from our Team!
Factions & Civilian Management Delayed till February
So we started on Civilian Management during the first week of January and realized the more and more we implemented code for the Cannibals and the other 2 sub civilians factions we realized that a lot of core systems needed improvement from Hearing/Seeing to how the fog of war system is utilized to properly handle their implementation. While it is not preferable to have to do a bit more cleanup work from the community/gamer side of things in terms of content this is completely required regardless, as we expect Epic Games to release Unreal Engine 5 in the next 1-2 months and the changes we are doing now will overall make our job of shipping new content more efficient in the future.
Breakdown of Civilian Management & Factions https://www.youtube.com/watch?v=nj6CCaagp20
We expect Civilian Management to be implemented now sometime mid February with Pierces faction following shortly after and Natalie last. Now lets go onto all the fun stuff we've been doing for the last 2 months since the last letter to the Producer
Anarchist Light Technical Vehicle Anarchist Medium Armor Transport Unit Anarchist Heavy Armor Battle Garbage Disposal Truck Anarchist Transport Helicopter Police Light vehicle Police Medium Transport vehicle
Updated Factions Notes
Factions will work off a different currency system then CERC As it stands right now for the factions we plan to make Pierce like the British from COH 1 highly mobile decent pop count. He'll never be able to outmass you but its all about positioning and determining the best time to attack he'll rely on vassalization of civilian groups and recruit out of them to maintain his losses.
Natalie has finally been decided after weeks of debate (Lowest pop count)and she will operate in disguise at random interior zones of the map we will be adding next . She will steal vehicles from the world and convert them to scrap to build vehicles from the four classes of vehicles she gets. Her units will only reveal themselves when they are in a position of power or they are forced to. So you'll have to investigate in every game where she is occupying by locating where stolen cars from the map are being taken. There will be 3 possible locations per island she could be operating out of that will be hallowed out and given interiors Civilian groups will also occupy these spaces at times as well Oh and Natalie can also steal vehicles from other factions to scrap them for her vehicles
We will be working to add in all about 2 dozen new weapons for the factions/civilians including melee weapons. There will be unique signature weapons coming to all Faction Leaders including Winters in the future.
Mocap Operations have begun to replace all animations in the game with more realistic fleshed out movements. Airsoft Gun Ref (NOT REAL GUNS)
Engine Cleanup for UE5 & Upgrading Core Systems
We currently utilize an older system called "Pawn Sensor" in UE4 which is a much older method of handling senses like hearing and seeing and the system isnt very robust so we opted to make the switch to the Peripheral Sensor Component so it can better support unique structures/objects that aren't base characters derived from a pawn natively without any overriding of Epic's game engine code + be on the optimal track for what they are now focusing as their preferred AI sense approach.
In upgrading this system it will make revealing gas towers and taller structures and how they are revealed far more efficient.
This adjustment required us to rewrite a lot of systems and brought along optimizations that make our hearing/seeing code a lot more efficient since the underlying function calls were reorganized and are far more efficient. We also made the switch to convert all CERC units to a CrowdManagerComponent which is a more intelligent manner of making units path find around each other but is a bit more expensive. See Gyazo differences below.
We turned on CERC collision towards each other after this adjustment and now units can no longer walk through each other and should path find a lot more efficiently around each other. More work will likely be needed to overhaul this where its needed in the future but its a solid step in the right direction.
We also took the time to revise the wall placement/building placement tool
We revised the wall rotating tool for facing fences how you wish
Music Player has been improved and the Music Looping Bug is now resolved https://www.youtube.com/watch?v=g0qqdT9va8A
Who are the LT's?
They are effectively Chelseys right hand in running her forces in Pandemic mode and each one is given control of a part of her army to expand as they see fit but ultimately answer to her. For their loyalty she has given each one a different mutation that will make each one play differently. Each one has a different backstory, from a Shadowy Organization called Fenrir (perhaps she's part of a recon force investigating Chelsey...), being the unfortunate Chief Surgeon at the Hospital Chelsey reported to duty before she lost her mind to an LT of Pierce they all now answer to their new master Chelsey through the Pangu Virus.
LT 1 for Chelsey is now done and awaiting implementing/ Animation Pass
LT 2 for Chelsey is now done and awaiting implementing/ Animation Pass
Male Infected W.I.P 01 (Will replace current infected versions after the UE5 engine upgrade)
Male Infected W.I.P 02 (Will replace current infected versions after the UE5 engine upgrade)
Male W.I.P 01 (Will replace current versions after the UE5 engine upgrade)
Gas masks will no longer be an upgrade in the future but be unlocked by default
Respirators are coming with upgradable filters. The filters when upgraded will increase how long you can stay inside highly contaminated zones. The CERC Scientist will naturally have a Oxygen limit that is 3-5 times longer then the other units and will not require any upgrades.
Female and Male Assault are done and are getting some last minute adjustments to their shoulder pads for extra protection
Other notable changes coming down the pipe.
Scout Car
The Scout Car that can be spawned from the CERC Tent/Motor pool will be replaced with a Scout Hummer and the Scout Car will be removed and added to an airborne call in tree when we revise doctrines and add more abilities for players. We want to implement a modular Hummer similar to the Atlas that is oriented towards Squad/Infantry Combat/Support since there are so many configurations we are also going to implement a Medical Humvee that buffs medics in their radius and stops them from running out of energy when they are in the Humvees radius.
Greg/leviathan
We will be revising the leviathans so they are more defensive in nature and a bit less frustrating hopefully. When players are turtling/hiding in a corner and have sealed off an Island/space they will seek to build tunnel networks and create sinkholes similar to the Locust from Gears of War to make tunnels for infected to utilize for sneak attacks behind enemy lines or emerge in populated zones and launch attacks. Luckily this update will not come till we have implemented a DNA research tree oriented towards tracking leviathans and killing them via special weaponry. To sum up the changes we will be adding a loadout to the Blackhawk that will allow you to "pulse" the ground nearby in a large radius and scan for underground movement/tunneling when the leviathan or a tunnel is discovered you'll be able to launch a new secondary attack from the Blackhawk that will fire a "bunker buster" type missile from its loadout on one of its wings underground to target his tunnels and him. It should be noted that this Greg hunter weapon can be utilized to finally put the Worms on notice and even hurt/kill them when they are sleeping under the ground to heal in-between battles.
M16 is getting a slight retweak to the grenadier barrel + M203 loadouts will be added
We are also discussing Melee Weapons & Secondary Weapons relating to pistols more details will follow in the future.
Christmas Update Hotfix + QOL Adjustments - 0.7.129.19
Well its that time again the Winter Sale!
Windows 7 Support
Windows 7 Support will be ending soon when we update to 4.27 of the Engine Build. We will archive the last stable build for windows 7 for a year after the official update. The windows 7 build will not receive updates/and we will give very basic support
So if your on Windows 7 we highly recommend updating your OS in the future as our engine provider Epic Games has also started to remove dependencies and other runtimes that are needed for the game to run properly.
Added a Scope Socket for the 3P version of the MK14CQB (mimicking the 1P version) to ensure default attachments can spawn on it properly.
Prevented the 'away team is under attack' notification from playing when you take damage as an Operator
Fixed the Operator 'leaving behind' invisible attachments when you equip new attachments or switch weapons
Updated the Operator's weapon range to not get 'reduced back to RTS mode' when you switch attachments (by making it a dynamic modifier that updates any time you switch weapons)
In FPS mode, Operator's weapon range is no longer affected by night time or infection gas
Fixed a bug where switching weapons on the Operator after loading a game would cause the new weapon to not have default attachments
Greatly improved the accuracy of the 'onscreen damage taken indicator' when in Operator mode
Fixed up a potential crash when switching weapon attachments
Fixed up the attachment swapping logic related to magazines to prevent some situations which would cause the Operator to continue 'holding up' the weapon after closing the menu
Added another GC crash fix attempt (hopefully this one works, seems promising)
Various Material Adjustments
Fixed up the Operator's weapon customization menu to not display categories that have only one option (i.e. 'None')This only has any effect on the MK14CQB at the moment
Added some safeties to Game Over (to make it re-show mouse, end freelook, and try to stop key panning)
Assigned sound class settings for grenade launcher sound cue
Updated the Holding Cell to properly prevent the occupant from being able to attack units who get too close to the cell's walls if the unit is NOT fully succumbed to the infection when put into the cell, but the succumb while within
Added a crash fix for loading weapon attachments
Adjustments to asset settings in level, mainly focused around assets producing pink LODs.
New LODs for AI grid 7, TI grids 1,2,5, 7 and 8
Added speculative fix for crash from fire damage on pod
Adjusted a move proxy from TI North to TI south to fix a vehicle 'backtracking' issue on the manmade bridge
Added a game option to disable autosave, per request from Discord
Added some logic to stop the fastrope command from erroneously spawning ropes/units at the driver seat location (instead of where the ropes should be)
Fixed Operator being able to walk on Destroyed bridge segments
Fixed a camera bug that preventing zooming out in certain circumstances
Added a custom game option for starting doctrine points
More Operators adjustments will be forth coming as we work to polish it amongst the RTS aspects to get back on civilian management. We expect to wrap up polish and be back on civilian management in the next 2 weeks
Please note the following going forward (Restart your game/steam to get the update if needed
Cepheus Protocol Anthology
We will be launching a new weekly series that will see several chapters added every Friday after release and will cover the chapters of the Novelization with 5 chapters added to expand upon the story and give more value to those itching for more lore/story information. It will delve into and show more about a secret new faction that will become the Anti-CERC in the Cepheus Protocol universe.
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:
https://halcyon-winds-store.creator-spring.com/
Further Bug Fixes & Custom Game Options - 0.7.129.18
Well its that time again the Winter Sale!
Windows 7 Support
Windows 7 Support will be ending soon when we update to 4.27 of the Engine Build. We will archive the last stable build for windows 7 for a year after the official update. The windows 7 build will not receive updates/and we will give very basic support
So if your on Windows 7 we highly recommend updating your OS in the future as our engine provider Epic Games has also started to remove dependencies and other runtimes that are needed for the game to run properly.
We are investigating reports of some assets appearing as purple and should have a fix in the next few days for it.
Change list
Infection Growth removed due to performance concerns we are working out a new solution tech wise internally at the moment
Added a safety to prevent helicopters from being able to start ascending, if landed with no pilot
Fixed up units leaving a vehicle due to that vehicle's death sometimes improperly disabling their stenciling (resulting in their 'outlines through walls' logic malfunctioning)
Also fixed a potential crash from units being dumped from a vehicle due to that vehicle's death
Added a new mouse cursor for when you're hovering over a vehicle which needs a pilot/driver, and you have a sufficient unit in your current selection
Fixed material error on HEMTT modules
Made vehicular units no longer have unit levels and get their vetancry from their pilot/driver
Improved the Unit Recruitment Popup
Dynamically shows/hides the training duration slider based on if the target unit uses the leveling system
Dynamically adjusts the training duration slider's maximum based on the target unit's possible max level
Fixed the Seats display for the Recruit popup to properly not display Pilot seats in the listed amount
Fixed the Seats display on the Unit Card widget (on the HUD) for vehicles to synergize properly with the Pilot system (and the Ammo Runners on the Atlas)
Fixed a nav issue in the new horde map
Added new Juggernaut spawning logic for the old horde controllers to prevent juggernauts from spawning outside of bounds
Added an extra nav modifier to the Barracks to prevent units from landing on its roof (tested with over 1000 unit spawns, no issues)
Saves that already have barracks will load those barracks without the fix (though building a new barracks, even on an old save, will resolve the issue).
Adjusted a move proxy on the bridge between Angel Island (Northeast Island) and Treasure Island North inside the old Open World Master and tested repeatedly
This adjustment resolves a 'backtrack' issue with that bridge
Fixed a bridge issue on the eastern island (units trying to cross a spot at the end of ab ridge, but it technically blocks them: fixed via small 'step up' volumes)
Cleaned out an unused movement proxy
Tweaked another movement proxy to resolve a 'backtracking' issue when moving from Treasure Island north to Treasure Island south
Fixed a spawn pod in the old Treasure Island/Open World map
Early version of smoothed formation movement Units will more proactively adjust their speed (when not running) when moving in formation, in order to try to prevent 'jittering' or falling too far behind
Updated speed logic for vehicular formation movement following to be more consistent and less jittery: not perfect, but it should be a lot smoother
Doubled vehicular 'de-penetration distance' values, to try to make vehicles more likely to escape on their own should they get stuck
Added a speculative fix to a crash that sometimes occurs when a vehicle dies with units in it
Added it in so units fire at center mass when units have a spine_03 bone otherwise they fall back on older code to make units more accurate and better at targeting crawling infected
Added ax53 icon
Updated Wallbuilder to use the new landscaping logic, and display landscaping cost
Updated the wallbuilder to properly be able to clear cars
Imported new Driver+Pilot+Scout Car class icons
And new Driver+Pilot purchase button images
Set up Helicopters to no longer 'wait for a flight' before spawning, once their recruit countdown is complete
Added ik system for left hand placement on weapons to automate some aspects of animation
new idles for ars, added tac sprint for smgs
Converted the setup to a more sophished level streaming system to improve performance
Trees updated to newer meshes that have better imposters
Adjusted prices and targeting speed of all CERC Units
Adjusted rate of fire and damage fall of to help make the m240 out class the u100
Spread added for lmgs
Adjusted turret rate of fire to make them more useful.
Added safeties to GameInstance BP to clean up a crash related to garbage collection referencing invalid sound track refs (there's a very similar crash yet unresolved, but this particular one seems fixed)
Cleaned up a tree that was intersecting a bridge
Speculative fix to Auto Gates (should make them more reliable, but not 100% sure if the auto gate bug is fully fixed yet)
Fixed up the 'money/DNA added' animations to properly play from 'below' rather than 'above' their tallies at the top right (due to the new design, them 'animating from the top' often could result in simply not seeing them)
fixed weird body movement when cerc units would walk and fire.
Added mp5 ui icon.
Fixed rate of fire for ump, mp7, m4 & ax53
Fixed a 'jitter' that occurred when highlighting the Pandemic button
Updated the Pandemic button text to be better centered (to not look 'off' compared to other buttons)
Adjusted move proxy to stop a backtracking issue when traveling from the Treasure Island Power Plant to Angel Island (seems to have resolved the issue)
Speculative fix for Command Tent/Capture Truck/Civilian Hold 'build radius visualization' sometimes sticking around when the building is not selected
Parachute safety added to prevent parachute from 'blinking in' when units make small height adjustments while moving along uneven terrain
This also prevents Engineers from accidentally deploying their parachute while constructing something, resulting in them getting stuck
Adjusted Zheights of bridges in the Open World v2 to make construction of walls much smoother
And adjusted the ZHeight of Blue Crest Estates to prevent 'deadzones' on the area where the bridges touch the land (in TI South)
Added functionality to stop the game window from 'grabbing the mouse' if you ALT-TAB out and the window still thinks ALT (free look) is being held
Cleaned out some old door logic that was conflicting with auto gates: auto gates should work 100% of the time now
Auto gates' 'overlap volume' also made a bit taller vertically, just in case
Added speculative fix to garbage collection crash from SpeakerTracks for custom music radio
Optimized body bags and added a small merged cluster.
Replaced planters in TI Grid3 with a new merged model.
Minor material updates.
Updated Main Menu scene and Operator preview.
Asset merges and optimizations.
Minor Landscape road/painting adjustments.
Occlusion settings tweaked for engine
Updated build to 4.27.2
Added a fix for civilian hold subbuildings (holding area, cells, etc.) not properly 'landscaping' away trees and the like (may not retroactively affect saves)
Updated the Weapon Customization Widget: It is now 'tall' enough to not require scrolling when the default categories are all that are shown
Selecting a mod to apply to the weapon will auto-jump back to the category menu, for snappier customization
Added UI hiding support to Radio call-ins (and fixed an issue where the AC130 call-in would have the plane itself hide)
Added UI hiding support to the Infection Gas Tower's 'gas radius'
Added UI hiding support to the Chelsey System 'red circle' radius
Updated it to support hovertips in the pause menu and to have a 'pause menu' mode w/ background
Added a new 'Auto Control Operator' Game Option (defaults to false) =If true, you automatically control the Operator upon their arrival (and will have to pull the parachute manually) =Otherwise, they'll act like a regular unit. The Operator will send a message to the message queue at the top left, when landing, telling you how to assume FPS-mode control of them
Updated some of the Operator parachute logic to function with this new setup
Added logic to make the Operator tutorial pop up by default when switching to the Operator for the first time
It will also disappear after 10 seconds, if not interacted with
Saves/loads whether or not it has been shown once, so if you load a save after seeing it, it won't pop up again automatically
Animated its showing/hiding
Added a Game Option to allow disabling of the Operator tutorial popping up the first time you enter FPS mode
Improved the Shooter tutorial popup to not accidentally cancel itself out too early
Added logic to prevent the Civilian faction from 'marking itself' as an enemy of CERC (fixing this may have resolved the the 'target civilians' error for turrets and the like)
Open World V2 and Treasure Island V2 now replace the current older maps
Cleaned up the new version of Treasure Island a bit more, fixing up the bridge(s), an issue w/ some proxies, nav, and some BP errors
Added some safeties in response to reported crash: https://cp-bug-reporting.nolt.io/244
Removed the 'landscaping' SFX from wallbuilder+building builder
Fixed Cerberus 105mm cannon starting with more ammunition than its magazine could hold (resulted in 'refill ammo' bugs)
Adjusted its max ammo, as well: it now has a magazine of 8 and a reserve of 10.
Added safeties when loading to ensure Camera returns to regular height
Boosted minimum zoom-out speed for camera scrolling
Added compression to build from 4.27.2 update to improve game loading time
Culled Angel Island Grids down to 8.
Moved all assets into their new grids.
Renamed all Angel Island Levels
Added safety for a crash reported by Robert for the AI Spawn Nodes
Updated the Pandemic New Game screen to not refer to the new maps as 'v2' Same w/ the Load Game screen
Fixed up some 'step up volumes' on the Angel Island-side of the bridge between Treasure Island Power Plant and Angel Island
Crash fix for Chelsey system 'transferring' of infected sometimes pointing at the wrong targets (fatally)
Updated the Command Tent's second upgrade to have a more accurate and safer 'move out of the way' check for units that might get otherwise stuck by the addon to the tent+
Fixed up a bug where canceling a right click by left-clicking BEFORE releasing right click would leave an arrow floating around at the click spot
Cleaned up some settings on the Active Denial System and Mortar (they were able to be infected, for example: fixed now)
Fixed a BP error in the Vehicle (where it may rarely try to access some engine sound logic when that's no longer valid)
Replaced all trees with new high quality Megascans assets.
Trees will no longer fade out in first person.
Disabled Discord plugin and removed files for the plugin
PostProcess fix to improve all textures in the game and make characters seem more photorealstic
Cleaned up several spawn pod locations: Moved SpawnPodLocation_PRSG5_05a a bit further away from some buildings Rotated SpawnPodLocation_PRSG6_06a to prevent spawning into a building Rotated SpawnPodLocation_PRSG6_06b to prevent spawning into a bus Moved SpawnPodLocation_PRSG6_06c slightly to prevent spawning into a fence (hopefully) Moved SpawnPodLocation_Alcatraz_01b to prevent spawning into a crate (hopefully) Moved SpawnPodLocation_Alcatraz_01d to prevent spawning into a house Rotated SpawnPodLocation_Alcatraz_01e to prevent spawning into a silo (hopefully) Rotated CPSpawnPodLocationG1Military to prevent spawning into some clutter Rotated SpawnPodLocation_G01_01a to prevent spawning into the corner of a building Rotated SpawnPodLocation_G01_01d to prevent spawning into clutter Moved SpawnPodLocation_G02_01f to prevent spawning into tents, hopefully Rotated SpawnPodLocation_G03Marinae to hopefully prevent spawning into tents
Updated the Switch to Operator button to not appear unless the only selected unit is an Operator
Removed the old 'X' button from the ROE widget (the button used to open ROE should be used to close it, or the hotkey 'P' anyway): it was erroneously permanently hiding the ROE tab
Updated several call-ins to properly appear 'red' if your mouse is outside their call-in zone (rather than defaulting to 'green' even though they're not yet overlapping the valid call-in zone)
Weapons renamed to Fictional Versions
Further CERC unit price adjustments
Loading screens revised for Christmas event
New splash added for our partnerships with other companies added to further develop and provide resources to the company
Added a Scope Socket for the 3P version of the MK14CQB (mimicking the 1P version) to ensure default attachments can spawn on it properly.
Prevented the 'away team is under attack' notification from playing when you take damage as an Operator
Fixed the Operator 'leaving behind' invisible attachments when you equip new attachments or switch weapons
Updated the Operator's weapon range to not get 'reduced back to RTS mode' when you switch attachments (by making it a dynamic modifier that updates any time you switch weapons)
In FPS mode, Operator's weapon range is no longer affected by night time or infection gas
Fixed a bug where switching weapons on the Operator after loading a game would cause the new weapon to not have default attachments
Greatly improved the accuracy of the 'onscreen damage taken indicator' when in Operator mode
Fixed up a potential crash when switching weapon attachments
Fixed up the attachment swapping logic related to magazines to prevent some situations which would cause the Operator to continue 'holding up' the weapon after closing the menu
Added another GC crash fix attempt (hopefully this one works, seems promising)
Fixed up the Operator's weapon customization menu to not display categories that have only one option (i.e. 'None')
Updated proxy collision+nav for Zone 0 Master z
Added some safeties to Game Over (to make it re-show mouse, end freelook, and try to stop key panning)
Assigned soundclass settings for grenade launcher sound cue
Updated the Holding Cell to properly prevent the occupant from being able to attack units who get too close to the cell's walls if the unit is NOT fully succumbed to the infection when put into the cell, but the succumb while within
Added a crash fix for loading weapon attachments
More Operators adjustments will be forth coming as we work to polish it amongst the RTS aspects to get back on civilian management. We expect to wrap up polish and be back on civilian management in the next 2 weeks
Please note the following going forward (Restart your game/steam to get the update if needed
Cepheus Protocol Anthology
We will be launching a new weekly series that will see several chapters added every Friday after release and will cover the chapters of the Novelization with 5 chapters added to expand upon the story and give more value to those itching for more lore/story information. It will delve into and show more about a secret new faction that will become the Anti-CERC in the Cepheus Protocol universe.
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: