(Click Show details for a full breakdown of the changes) [expand type="details"]
Fixed Evacuations not working on Calypso
This patch merges our experimental to normal
These patches are bundled in as well. We apologize about the sheer size but steam does have a character limit for news post else we would just combine it all into one thread.
A brief video of some of the changes we did over this week to improve the base Camera controls and layout. We will probbaly at this rate have a lot of the Operators controls done before we enter 1.3 officially.
https://youtu.be/mKyfZkEXMjY
Please note the following going forward (Restart your game/steam to get the update if needed [/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 https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08 [/expand]
Ways to Support Development
[expand type="details"] Everything goes towards expanding the team and building a better game!
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 https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
(Click Show details for a full breakdown of the changes) [expand type="details"]
Friendly fire turned off for Apache
Speculative fix for Operator crash
Operator got a Camera revamp in prep for 1.3
Fixed a texture streaming issue for characters
Speculative fix for CrowdManager crashing on the new map on init
Fixed floating SOC on init
Speculative fix for Operator crash
Fixed Presidio canal railing blocking a bridge...
This patch merges our experimental to normal
These patches are bundled in as well. We apologize about the sheer size but steam does have a character limit for news post else we would just combine it all into one thread.
A brief video of some of the changes we did over this week to improve the base Camera controls and layout. We will probbaly at this rate have a lot of the Operators controls done before we enter 1.3 officially.
https://youtu.be/mKyfZkEXMjY
Please note the following going forward (Restart your game/steam to get the update if needed [/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 https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08 [/expand]
Ways to Support Development
[expand type="details"] Everything goes towards expanding the team and building a better game!
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 https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
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 Youtube 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/Youtube Chat.
CP is a live service game we have no plans for a sequel nor do i ever want to make one. The goal is to keep developing and expanding on the core game for the next 3-5 years at least. That mean's monetization has to be a serious thing we look into as we get closer to the end of EA in 2024. So we can fund development for the free and paid content that we have planned during that period of time.
I put some examples of ideas I've been personally wrestling with about implementing in the short term and in the future below and in the poll.
What does the community think? What would they be willing to buy to help support development but also get some cool aspects added to their games?
I value your honesty so please do take the time to address this so i can have all the information i need to make informed decisions!
Pricing Guidelines: I estimate weapon packs to be around 4.99 at most unless there are a ton included. So say around .99c per new weapon. These prices are estimates and could be lower or higher depending on the amount that goes into each pack.
Vehicle Skins for a pack I.E All Desert Camo/All Black we would not sell individual skins for one off vehicles. Similar to COH 1 you would have an option to set an override skin at the time of recruitment of that unit so you can mix and match 1.99-2.99
Operator Skins would be likely be around 4.99-9.99 depending on complexity
Horde maps would be 9.99 and add 3 maps per collection
Building packs would vary in range from 3.99- 9.99 depending on amount included
Smaller Pandemic Maps would be in a collection and be around 9.99 as well similar to horde maps
Basic Steam Deck Support is now added [Playable] Status
We will slowly work to add more support over time to make it fully supported. Stay tuned!
Our old patch is archived on 1.2.7.15.1 for those wishing to continue their old games. Check the beta tab. Start a new game with this update!
SOC-Test is closed and experimental is closed for the next 1 week while we work to polish this on the public realm. Saves will not carry over so be careful about using old saves!
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Civilian Hold and Command Tent substructures can now be built anywhere in the zone where their 'parent building' is, instead of being restricted to being built within a radius of their 'parent building'.
Updated Civilian Group names to final
Stripped out female/male swapping code in an effort to streamline development and help us wrap up development for Pandemic mode
Assigned landscaping SoundCues to Player SoundClass and lowerd their volume
Zone ownership no longer required to build things
Civilian holds given a '1-per-zone' limit
Capture Trucks removed
Added safety to DetermineGib, since it can crash now if there wasn't a value set for the gib type selected
Fix for Infected so they can still look for where the player's set up and assault them.
Added crash fix for when a sandbag id destroyed sometimes it causes a crash while being built
Strategic Operations Center and Strategic Resource Points Added
Updated the Population/Garrison tent to be buildable by the engineer
Updated loading screen images
Dev update #16 added to main menu
Removed sector income
Total animation Revamp for all units featuring a "Combat" state
Radio Operator restored to Barracks
Improved construction check for SOCs to ignore certain overlap checks (they'll still be blocked by characters+buildings though!)
Updated Landscaping tool to no longer care about zone ownership
Updated regular construction to ignore character meshes (due to the 5.2 'kinematic mesh ghost' issue when loading saves)
Updated wall construction to do the same
Fixed up several save/load issues with building+construction actors not remembering which infection zone they belonged to
Fixed up some save/load issues with the Strategic Resource Point/SOC interaction
Updated SOCs to have a minimap presence (that updates when they are have a construction point for a SOC, and when they have a completed SOC)
Fixes added to keybind widget to always try to filter out gamepad keybinds
Quick fix to 'already built in this zone!' warning occurring incorrectly for some construction types Fixed incorrect lighting of the Shawnee in dark/shadowed areas.
Set up Civilian Hold to be the building required to issue evac/world building orders in a zone
Fixes for auto-evac (and some related hovertip text) to support the new Civilian-Hold-reliant setup
Radio Truck implementation
Implemented Call In radius on it, which is doubled when Radio Truck is deployed. Added as purchaseable to Motorpool
Radio Truck XP boost logic added
Set up SOC upgrades
Income now only is given to the player when the actual drop lands, and it remembers its value from when it started (i.e. if you upgrade or destroy the SOC, you'll still get the money at the value it was when the drop was spawned)
SOCs now have a hover-widget detailing time 'till next supply drop
Strategic Resource Points now shut off collision when they are occupied by a construction point or a SOC
Income tracker (when you highlight your income total at the top right) now will show you the countdown 'till next income drop, if relevant
Improved visuals for Strategic Resource Points (w/ circle, better hiding, and better collision management)
Fixed a HideUI issue w/ Strategic Resource Points
Got rid of explosion effect when SOC Income Drop disappears
Optimized Humvee mesh setup.
Adding new Parking garage asset.
Replaced TI G06 parking garage.
Added the p220 to all units,
Removed the acr, vector & a-16a4 from the spec ops in an effort to refine the amount of weapons we have to manage and help balancing
Removed the xbren from the assault, new starting weapons is the m4.
Updated Vehicle UI Icons.
Scarh underbarrel removed
Shell ejection ports fixed
Updated Vehicle Weapon Icons.
Updated HEMTT Module Icons.
Set up SOCIncome to be 'centralized' to the 'main SOC building': first one you build, or the closest one after that if main's destroyed, etc. It'll be one drop on the main building, rather than one drop occurring at each
Minimap updates to represent which spot is main (green for main, blue for other, yellow for under construction, white for unclaimed)
Set up 'swap main SOC' option when you select a SOC building that's not the main one
Fixed up the SOC lv2 Income Upgrade listing the wrong price (but still charging full if clicked)
Stripped out the evacuation controls (evac to zone, and helipad auto evac) from the Infection Zone Widget. Then tied these controls to a new CivilianHoldManagementWidget which pops up when you select a Civilian Hold
Fixed crash for nav agent not being valid at time of checks
Renamed the CivilianHold building to Civilian Zone Administration
Fixed up power components not displaying radius when their building is selected
Updated automatic evacuation to occur as long as both an Evac Helipad and a Civilian Zone
Administration building are in the zone: no longer requires the player to enable it
Updated mouse-over hovertip for SOCs to indicate the current upgrade tier (Level 1, 2, or 3)
Fixed up a bug with 'location selection' safeties for spawning pods/towers
Fixed up an old logic check for gas tower spawning that was incorrect for modern systems Result: Gas Tower construction can work again
Various collision improvements to the core world
Fixed crash that could occur rarely with capsule component query when devirtualizing units
Shadows fixed for spec ops and heavy
Character LOD shadows improved
Added a mask that only appears on CERC units dynamically when they enter gas zones
Female medic mesh added
Fixed missing shirt bug for chelsey
Fixed up redirectors and deleted old medic mesh
Made the scientist adjustment so they are more resistant towards gas towers
Spec Crash fix for https://discord.com/channels/469412014427602944/1116908551332446350/1116931601931190324
Fixed recruitable civilians, ammo runners, and a lot of CERC units not registering for hearing
Fixed several civvies registering for an experimental and incomplete 'performant sight' rather than regular sight
implemented a fix that hopefully will resolve infection gas towers not properly removing a civvie faction member from being considered a squad member
Updated Med/Ammo tents to no longer be limited to '1-per-zone'
Fixed up Gas Mask components being spawned on units who do not have a Gas Mask mesh reference set
Fixed up the Gas Mask not appearing if you didn't have the unit selected when they put it on
Fixed up the Gas Mask being attached at the capsule component instead of the mesh
Fixed up the Gas Mask not being attached to the Gas Mask bone
Fixed up units who did not have 'bUseFilterLevel' active still utilizing the Filter Level logic (caused civilians to 'resist' gas effects way more than they should)
Removed the Gas Mask mesh ref from the Scientist, since they do not need an additional gas mask
Fix for the 'overhead widget' for squads will properly move/disappear when a unit is converted to infected
HLOD Visuals improved
Please note the following going forward (Restart your game/steam to get the update if needed [/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 https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08 [/expand]
Ways to Support Development
[expand type="details"] Everything goes towards expanding the team and building a better game!
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 https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
Basic Steam Deck Support is now added [Playable] Status
We will slowly work to add more support over time to make it fully supported. Stay tuned!
Our old patch is archived on 1.2.5.1 for those wishing to continue their old games. Check the beta tab. Start a new game with this update!
Experimental is closed for the next 2 weeks while we work to polish this on the public realm. Saves will carry over but be careful about using old saves!
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Added some additional nav checks when civilian unit movers register devirtualized units (and when civvie factions spawn their initial squad controllers) to try to prevent civvies from 'stacking up' on each other, or inside of their tent (may not be perfect, but hopefully an improvement)
Dynamic Civilian group names finalized
Fixed up 'DeselectAll' in Base_PlayerController to be more reliable: this resolves Mortars 'failing to deselect'
Updated civilian faction 'shop' (for recruiting units from civvies) to properly update the button if civilian faction relationship with you changes
Updated Doctrines to update any shop the player has open upon unlocking a new doctrine (no need to close/reopen a shop menu, though construction menu still doesn't benefit from this yet)
Updated logic to not 'miss' updating faction relationships when reputation events tick over time in a zone
Improved 'IsAlive' check to return false if something is in RubbleMode
Additionally, infected tunnels now disappear completely when destroyed (instead of remaining but 'rubble-ified')
Improved 'civvie squad widget' handling. Crash related to it should be resolved
Units who are 'carrying' the widget should now properly hand the widget off on death
Updated Boss Healthbar Widget (for Juggernaut, for example) to properly disappear when owner dies
Tracked down the setting (MyGarrisonSeat) that had a wrong setting in the Charon, which was causing it to be unable to rotate-in-place
Fixed field turrets not rotating properly
Implemented another fix to our version of AISense_Sight that was 'missed' in the update from 5.1 to 5.2 (allows units to 'see through' their allies, or the vehicles they're garrisoned in): this fixes (among other things) units in the Sparrow not being able to acquire targets on their own
Updated Grenade Throw Blocked widget to be smaller (was huge!)
Updated Landscaping widget text to be larger (was too small before)
Fixed up some default settings for NightDay, and turned off an override on the instance of it in the MasterLightingSystem so it won't block Custom Game Settings related to time from working
Slight adjustments to Vehicle (Shawnee) AI to make the Shawnee stop focusing on its enemy if it cannot shoot it anymore
More trees in presidio converted to be clearable
P220 animations fixed,
Vehicle turrets should function more reliably
Fixed up the Cerberus Mortar's 'muzzle flash' effect (more of an explosion) to actually spawn at the mortar's muzzle
Fixed the duplicate 'close build menu' button in the Engineer's defense menu
Fixed a typo in a loading tip
Updated another loading tip (that made reference to Defense/Alpha squads from way back when) to instead give a similar idea without referencing those old mechanics
Fixed up Capture Truck to no longer be purchaseable at other Capture Trucks or Command Tents: only at CERC and Motor Pool now
Civilian Hold and Command Tent substructures can now be built anywhere in the zone where their 'parent building' is, instead of being restricted to being built within a radius of their 'parent building'.
Please note the following going forward (Restart your game/steam to get the update if needed [/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 https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08 [/expand]
Ways to Support Development
[expand type="details"] Everything goes towards expanding the team and building a better game!
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 https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
Basic Steam Deck Support is now added [Playable] Status
We will slowly work to add more support over time to make it fully supported. Stay tuned!
Our old patch is archived on 1.2.5.1 for those wishing to continue their old games. Check the beta tab. Start a new game with this update!
Experimental is closed for the next 2 weeks while we work to polish this on the public realm. Saves will carry over but be careful about using old saves!
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Added filter level that protects CERC before their infection level is damaged , widget support added
Added countdown clock for filter remaining time
Adding weapon icons for Flamethrower and Light Shield
Engineer should now only be buildable from CERC and Barracks (no longer from capture truck)
Fixed duplicate weapon in recruited militant civvie weapon market
LODS readjusted for Characters
crashfix for virtual combat
Fixed Spitters not having increased mesh+movement tickrate when hidden in FOW
Set up Evac chopper to no longer leave invisible civilians 'attached' to itself, so its movement when evacuating back to the carrier is cheaper (by about half, saving some .2ms per filled evac chopper that's in motion)
Set up garrisoned units to not react to TUGS ping (so the above thing won't show a bunch of floating civvies near an evac pad. :P )
Made civilian walls spawn much more quickly (usually should be all at once)
Fixed an error with Civilian Clutter complaining about ownership being incorrect
Logic fix to prevent characters from being able to save if they're not alive
Spitters now do DOT Acid damage
a-16a4 nerf to base damage to be closer to the m4
All crow mounts spread values change to be more realistic to a 50 cal
Crows buff!
Tpose Pilot - fixed
Updated to Unreal Engine 5.2
Ammo and med tent no longer 'autobuild'
Medical facilities now support rally points (since they are now used for the recruitment of medics)
Fixed the new hint text anchor blocking clicks on recruit popup (and potentially other things)
Vehicles now clear their weapons OnDestroyed
Removed a SetSkinnedAssetAndUpdate from VehicleTurretBP, which was causing turrets to 'balloon' in size
Updated loading logic to try to make sure field turrets that weren't finished constructing don't just 'disappear' on load
Fixed up 'vanishing HESCO construction orders' (not the same as HESCOs disappearing from load)
Fix for HESCO walls 'disappearing' when loading certain saves (their z scale was being set to 0 on load due to uninitialized var which normally shouldn't be accessed, but some saves apparently did so anyway)
Disabled the Operator menu on the Main Menu for now (since Operator system's changed so much and this menu hasn't updated to match) We will revise this soon
Improved logic for when repair actors can spawn (including bypassing some health checks for Rubble Mode, so destroyed walls should be more reliable in allowing repair)
Fixed up several character classes who were missing the 'DRIVER' tag. CERC training now includes driver's ed (this may not fix characters who are already missing the tag in a loaded save made before this patch, but new recruits after should be fine)
Rebuilt proxy collision+nav in the master (fixes up some new landscaping objects being 'unbuildable' due to having had leftover proxy collision at that time)
Minigunner updated to current systems
Juggernut now takes more damage from high cal and ap rnds
Friendly Fire for Strikers, Javelins, SMAW's , are now removed including minimum fire safeties
Added juggernaut health bar
This patch merges our experimental to normal
These patches are bundled in as well. We apologize about the sheer size but steam does have a character limit for news post else we would just combine it all into one thread.
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 https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08 [/expand]
Ways to Support Development
[expand type="details"] Everything goes towards expanding the team and building a better game!
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 https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
Patch - 1.2.7.12 Dynamic Civilian Groups (Experimental Only)
We are currently 24-48 hours away from merging experimental into the public normal game. We are still conducting various bug hunts and making slight adjustments for QOL.
How to opt into Experimental
To opt into experimental install "Cepheus Protocol Experimental" in your steam library. It is no longer a beta opt in but an entirely new game granted when you purchase the base game.
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Max evacuating civvies mobs increased to 30 (300 civilians)
Sprint bug fixed
Scope fix for the m16
Aiming fixed for the m16
P90 added back to radio op
Some performance optimizations for Unit Movers
Some logic added to try to reduce the amount of 'unnecessary move reorders'
Fixed the P90 mesh not having an AimSource socket
Defense teams will move a lot less now for Dynamic Civilian groups
Status icons added for the 'squad overhead widgets' (sans Scavenging)
Updated UI Icons for new Infantry models.
Made UnitMovers properly set civvies to ignore Civvie AI Roaming behavior, so civvie squads become significantly less 'antsy'
Removed icon text from Infantry model build menu's from the Barracks
Hooked up a new Scavenging Status icon to the Squad Status widgets for civilian squads
Removed Drivers from being purchasable units and replaced them with Assaults in vehicles
Made all CERC units capable of driving ground based vehicles , pilots are still required for airborne units
Tripled Civilian Faction Tent health
Clutter for Civilian camps are temporarily disabled till Monday-Tuesday for final adjustments
Quick addition of a 'ground height trace' for clutter for civvie camps
Fixes to landscape actor interaction for clutter spawning and main building spawning for faction base construction
Physic bodies updated to solve some ragdoll issues
Rapple animation t pose solved
Hand pos test for sitting on vehicles improved
Civilian groups spawning logic adjusted (40% Chance of Normal, 40% of Militants & 20% for Raiders)
Please note the following going forward (Restart your game/steam to get the update if needed [/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 https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08 [/expand]
Ways to Support Development
[expand type="details"] Everything goes towards expanding the team and building a better game!
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 https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
Patch - 1.2.7.11 Dynamic Civilian Groups (Experimental Only)
We are currently 24-48 hours away from merging experimental into the public normal game. We are still conducting various bug hunts and making slight adjustments for QOL.
How to opt into Experimental
To opt into experimental install "Cepheus Protocol Experimental" in your steam library. It is no longer a beta opt in but an entirely new game granted when you purchase the base game.
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Set up a 'Squad Objective' widget for civilian squads. Shows you what they're currently doing, and which faction they belong to
Fixed a potential crash with 'moving components around via rename' with a cleaner 'clear name, then set null name so engine decides on non-crash name' setup
Set up the ability to toggle the visuals for Civilian Squad Status widgets, in the Visual Toggles dropdown
Fixed the Visual Toggles dropdown not having a hovertip
Added 'RIOT' as a type of string read by the Civilian Squad Status widget to be translated to 'Rioting'
Fixed several civvie classes that had the C++ version of the VictorAK equipped (replaced w/ BP version)
Updated civilian squads to have a 'relaxed mode'
When gathering supplies or defending a base, if not in combat, they'll use Walk instead of Run, and sometimes just idle around
Civ animation updates. new parachute animation
M4 changes in scale and size
Civilian wallbuilder fixes
Unit Mover devirtualization updated to 'rewind' movers via warp instead of fastforward backwards, and to better 'force' units to not devirtualize at wrong times (for units 'popping out of nowhere')
Improved faction construction queries to better avoid deep water
Updated TUGS to not ping units that are already visible (saves a bit of processing)
Rioting animations added
Radio op mesh added
Experimental UnitMover optimization (seems to be very beneficial and few-to-no downsides so far): doesn't repeat move order, and lowers move component tickrate, if near target when reissuing a move order
Unit Movers (particularly defense squads for civvie camps) should be more performant
Assault female optimized
Crashfix added for virtual combat
Add a limit to how many evacuating civilian groups can be spawned at any given time. Has 'backwards save compatibility' to make units over double the evac limit get 'booted back' to a nearby world building, for population's sake
Limited the amount of Dynamic Civilian groups that can spawn into the world to 13 for performance reasons.
Added Militant civilian archetype. With its own Elite unit and Recruitable unit (just duplicates of Regular civilian classes for now)
Fixed up Evacuation civvie 'limits' to not respect civvies who are garrisoned, so civvies who enter an evac chopper no longer 'block' other civvies from spawning
Added some backup logic so civvies who are waiting on a chopper can move to a different one in the same zone, if one is available and the one they were waiting on is not on the helipad
Fixed up some related logic to make civvies less likely to 'stop moving towards evac pads' when helicopters aren't directly on the pad
Updated civvies who are evacuating to a helipad to have a faster move tickrate when hidden in FOW, to make them less likely to get 'stuck' on geometry (and thus taking up evac slots)
Updated some building 'civvie spawn lerps' (door entrances/exits) on specific building instances in Angel Island G1 and G3. Fixes civies getting stuck when exiting a building
M4 clip size changed back to 30rnds
Updated the 'highlighted evac building' for evac helipads to re-update for UI's sake, even when we have to wait for more civvie slots (so that the 'evac building icon' won't be over an empty building before the next update loop). This doesn't really affect functionality all that much, but it does make UI make more sense
Added the faction emblems for each faction archetype, and set up displays for them in the Diplomacy tab and Squad Status widget
Applied fire damage crash fix for characters
Please note the following going forward (Restart your game/steam to get the update if needed [/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 https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08 [/expand]
Ways to Support Development
[expand type="details"] Everything goes towards expanding the team and building a better game!
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 https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
Patch - 1.2.7.10 Dynamic Civilian Groups (Experimental Only)
How to opt into Experimental
To opt into experimental install "Cepheus Protocol Experimental" in your steam library. It is no longer a beta opt in but an entirely new game granted when you purchase the base game.
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Status box text added for Civilian group squads (Attacking, Defending, scavenging & Resupplying)
Lowered hovertip text for reputation cost when moving civilian bases
Loosened the Civilian moving camp logic for corner assets
Fixed a major issue w/ height adjustment not working in some cases
Updated civvie base movement to 'ignore' allied units as obstacles when adjusting base position
Updated the civvie base mover to use 'individual' traces for each piece of the base instead of a full box trace, so smaller obstacles (like trash cans, street lights, etc.) can be 'built around'
Tracked down a civvie base issue that was allowing their construction or movement 'too close' to other civvie bases (bounds check was 'inverted', which FBox intersection checks didn't like)
Tracked down another civvie base issue which was causing them to always (or almost always?) spawn with zero rotation
Hooked up the civilian base mover to respect HideUI
Hooked up the civilian base mover to have the areas claimed by other civvie bases (in the same infection zone) be colored-in with red
M16 model improvements
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 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 https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08 [/expand]
Ways to Support Development
[expand type="details"] Everything goes towards expanding the team and building a better game!
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 https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1