Patch - 1.2.7.1 Dynamic Civilian Groups (Experimental Only)
Cepheus Protocol Dev Update 15
https://youtu.be/GV3YOssGEfs
Cepheus Protocol Dev Update 14
https://youtu.be/LOdVk1yiuak
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.
As we work to wrap up 1.2 in the coming weeks our goals will be working out bug and balance issues introduced with this patch. The next goal for 1.2 will be to add more "Ambient" civilians in the form of cars/people that litter/populate the cities regardless of their faction and then we will conclude with modernizing the "look" of the ROE tab. Then its the Police Faction and Anarchist time in 1.3 We we will spend 1-2 months (developing 1.3 on experimental) on completely redoing the Factions and deprecating the "Zone" capture circles they use in the experimental "Factions" opt in. The current capture truck method wil be standardized and their AI will know how to properly interact and seek them out
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Enabled FOW-hiding for civilian faction main tents
Adjusted civilian faction main tents to spawn 2uu higher than normal to make it easier for perception components to see them
Updated logic to not penalize the player's bank account if the player kills civilians that are members of an evil civilian faction (cannibals, etc.)
Additionally, no rep loss will occur if killing evil civilians
Boosted squad size for civvies to 10 (from 8)
Civilians will erect their compound walls quicker
Fixed a loading issue with walls to resolve civvie gates 'breaking' and not letting civvies through (may not fix saves from previous patch)
Fixed some registration issues with Civilian gates to prevent targeting issues when loading saves (may not fix saves from previous patch)
-Fixed a few other issues with Civilian gates not being considerd 'powered,' causing them to break navigation when loaded
Fixed some targeting issues that allowed player units who cannot damage Civilian gates from being able to target said gates
Fixed a landscaping issue with civilian walls - landscaping box wasn't being 'saved' if it was pertinent, now it does get saved. This may not fix old saves
Fixed some issues with 'repair previews' not appearing correctly for player walls and civilian gates
Updated Civilian squad size to max out at 8 on Day 1, up to 16 at Day 3
Added 'MoveAwayFromTargetBehaviorChance' and 'MoveTowardsUnseenTargetInCombatBehaviorChance' to AIController_Civilian for adjusting how likely civvies are to advance (when they can no longer see their target) or retreat (when they can), checked roughly every 1.5 seconds. These values were previously hardcoded.
Adjusted the 'MoveAwayTargetBehaviorChance' to be 5% (from 60%) so civilian gunners don't fidget around quite as much in combat
Set up logic to make sure Camp Walls for civvie camps aren't targetable by the player (which caused a weird 'This unit belongs to Environment' popup if right-clicked)
Fixed an issue with civvie gates sometimes not opening for their own civvies
Quick fix to disable 'no rep loss for killing ASSAULT order civvies regardless of faction', so you will still lose rep if killing regular civvies who have banded against you
Crash fixes for https://discord.com/channels/469412014427602944/1092175849664544808/1092178481422553108
Crash fixes for https://discord.com/channels/469412014427602944/1091976144355606530/1091976144355606530
Crash fixes for https://discord.com/channels/469412014427602944/1091838194879844452/1091838194879844452
Crash fixes for https://discord.com/channels/469412014427602944/1091621463913680978/1091621463913680978
Crash fixes for https://discord.com/channels/469412014427602944/1091555545296679033/1091555545296679033
Crash fixes for https://discord.com/channels/469412014427602944/1091390481117749348/1091390481117749348
increased chances of civilian factions coming out sooner
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"]
[/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power [expand type="details"] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here [expand type="details"] [/expand]
Patch - 1.2.7 Dynamic Civilian Groups (Experimental Only)
Cepheus Protocol Dev Update 15
https://youtu.be/GV3YOssGEfs
Cepheus Protocol Dev Update 14
https://youtu.be/LOdVk1yiuak
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.
As we work to wrap up 1.2 in the coming weeks our goals will be working out bug and balance issues introduced with this patch. The next goal for 1.2 will be to add more "Ambient" civilians in the form of cars/people that litter/populate the cities regardless of their faction and then we will conclude with modernizing the "look" of the ROE tab. Then its the Police Faction and Anarchist time in 1.3 We we will spend 1-2 months (developing 1.3 on experimental) on completely redoing the Factions and deprecating the "Zone" capture circles they use in the experimental "Factions" opt in. The current capture truck method wil be standardized and their AI will know how to properly interact and seek them out
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Dynamic Civilian groups added so they will help populate the world. These dynamic groups will roll one of 3 personalities and live daily lives in the world. (Basic, Raider, Militant)
Dynamic Civilian groups will start appearing randomly midway through the first day. (They will not affect zone income)
Basic groups will stay more neutral and just attempt to "survive", Raider groups will attack all groups openly and have the lowest chance to appear. They will eat people as well and last but not least Militant groups will have the best gear and be quicker to attack you if your becoming a problem to them.
They will share information about your deeds and you can gain reputation with them by evacuating them or sheltering them inside your camps.
If you are in positive Rep with a group you can recruit civilians to help foster your army early game or in emergency situations from their "Central tent".
Killing civilians will slowly turn them against you in greater volumes depending on how far away the incident was that occurred from a civilian group.
Dynamic Civilian groups that begin to hate CERC on their reptation(Can be viewed in the ROE tab) will start gathering outside CERC buildings and riot. If relations continue to degrade they will start to firebomb CERC buildings and openly declare war on CERC. They will form alliances to kill you
ROE tab revamped to allow you to maintain your diplomacy with groups that you meet dynamically.
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"]
[/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power [expand type="details"] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here [expand type="details"] [/expand]
Patch - 1.2.6.4 (Experimental Only)
Cepheus Protocol Dev Update 15
https://youtu.be/GV3YOssGEfs
Cepheus Protocol Dev Update 14
https://youtu.be/LOdVk1yiuak
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"]
Changes to Loading weapon code to resolve physical weapons not appearing. New standards on soft loading in Unreal Engine 5.1 basically caused this issue
Updated Chelsey infection rates (in the difficulty settings) to stop the overly slow initial hive creation reported by Shaggy
Further updates to Chelsey infection rate so her early game start won't be delayed too much (seems like first hive is now ~13:30-15:30, instead of as late as 21:00)
Fixed Civilian buildings pinging the HUD with their 'construction complete' notification
MCX is now a burst rifle, spread decreased rpm is now 800
m4 was added to Winters, Engineer, Medic, Scientist and Spec ops
Behind the scenes we are still tweaking and adjusting logic for Dynamic civilian groups so the last 2 patches do include other "hidden" logic but we wont talk about them till those features go live in a few days.
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"]
AMD FSR requires an engine restart sometimes to start
[/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power [expand type="details"] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here [expand type="details"] [/expand]
Patch - 1.2.6.3 (Experimental Only)
Cepheus Protocol Dev Update 15
https://youtu.be/GV3YOssGEfs
Cepheus Protocol Dev Update 14
https://youtu.be/LOdVk1yiuak
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"]
More Leviathan logic being made DRY (centralization, etc., to reduce the amount of logic that's repeated, for easier control)
Used this to try to reduce situations where Leviathan makes tunnels in Restrictor radius
Improved safety for Restrictor avoidance so levi's avoid them
Improved Leviathan 'restrictor avoidance' to try to better account for other restrictors that might be nearby
Utilized Leviathan 'restrictor avoidance' in their combat movement, to prevent them from emerging during combat in radius of a restrictor
Fixed a flaw with Leviathan 'invalid actor base' detection, and improved the height check it uses (so Leviathans will hopefully not 'spawn inside' of sufficiently tall skyscrapers, then jump up on the roof)
Improved Leviathan spawning logic to try to prevent spawning inside of a Restrictor radius
Added another move safety to part of Leviathan's emerge-searching, to try to prevent Leviathans getting stuck in a move-loop
Downported some minimap/visibility loading logic from the Infected Pods BP to C++ structure loading (so Tunnel Entrances can benefit from it)
Moved some Structure 'FOW-startup' logic to Base_Structure (from Base_PlayerStructure) so Tunnel Entrances can hide in FOW
Result: Tunnel Entrances, like infected pods, now will only be hidden in FOW until seen by the player once, then will remain visible
Fix added for 'broken' Unit Icon reference being left behind if you drag-drop the last Unit Icon out of a Group Window to 'de-group' that unit, then move another Unit into that group that was removed
Implemented crashfix for div/0 crash when something checks infected saturation in a zone that has been completely evacuated and has no infected left
Fix for being unable to 'see' rubble-ified tunnel entrances that you have yet to have seen
Fix for structures loading with less than zero health but not being in Rubble mode (causing 'untargetable' tunnel entrances, for example)
Fixed the TUGS not showing its detection radius when player is placing it down, or when it's been selected
Fixed Tower Guards referencing old male/female meshes in their setup, causing them to A-pose reverted back to resolve 4000 series crashes
Disabled InfectedRaven Niagara>BP data transfer
Enhanced Leviathan move safeties:
Location targeting uses a box trace instead of a line trace, to try to reduce emerging 'close enough to a building' to end up on top of it
Location targeting safeties were actually being 'overrun' and returning bad locations: backups added to re-try later if safeties fail
Additionally, as number of checks in one call increase, search radius will increase (without this, a lot of situations would always hit the safety limit)
Doubled minimum distance (800->1600) between tunnel entrances
Another safety for Leviathans popping up on buildings (if Levi would drop a tunnel entrance on an invalid position, Levi forced to re-burrow now)
Fix to Leviathan Vomit dealing friendly fire damage to infected
Fix for unlocks not displaying their price properly if you get the Discount doctrine upgrade
Converted Leviathan 'trace for invalid base actor' logic use multi-overlap instead of single trace
Set up a test for seeing how infected 'get by' the player:
Had some success. If I set up a bunch of guards so no infected get by, but leave the gate open, the unit movers get by and - somehow or another - a certian Unit Mover type or order can 'complete' and transfer some infected over invisibly. Committing slot 45 for testing this more later
Fixed an issue with a SpawnNode 'construction point' failing to register if a tower construction point was created alongside it, in the ZoneManager's AdjustInfectedConversions
Turned off the ability for 'passive infection conversion' to occur in a zone if there are no qualifying infected structures in the area
Units who convert to infected units inside of the FOW should no longer fail to be able to move
Fixed annoying Destroyed messages related to PCRef from damage characters on Command Post Trucks (by making the message not print if there's no current World)
Small change to AI_spawn_nodes map due to world partition complaint
Changed SpawningVolumes to not be included in HLOD
Fixed up spatial loading settings for MercerSystem+Subsystem, InfectionZones, InfectionZoneManager, SpawnNode, UnitMover, CentralSpawner, and MissionBlueprintPoint (to stop some errors that occur when opening the OpenWorldMaster_WP)
Cleared out unknown weird 'Brush' actors from several levels that break saving in World Partition (w/ Dimitry's help)
Removed unnecessary logic from MasterLightingSystem's level BP for starting up FOW (since it starts up automatically, and that level BP logic breaks world partition conversion) NOTE: IF there suddenly start to be Fog of War (FOW) issues in builds, we may need to undo this commit, in case that was for fixing issues in builds that don't occur in-editor.
Landscape spline ref map committed for landscape spline repair (Committed by Derek from Build Machine)
Update to landscape spline refs (Derek from Build Machine)
Commit of some of my work from last week
Safety to prevent formations from 'breaking' on load if units were moving in formation when you saved
Crash fix for rare issue with Unit Movers and their devirtualized units
Improvements to debug logs for Unit Movers
Repaired PI_Spawn_Nodes (from the changes made to its BP graph so World Partition would build)
Repaired AI's Spawn Nodes map so factions can function again
Repaired Landscapes to pre World Partition state (with the previous commits, the Open World Master non-WP version should now function as before)
Change to Carpet Bomb template to be a soft-reference in the PlayerController
Unreal 5.1 Update
Foliage Backup map from BuildMachine (pre WorldPartition) - Dimitry
Deleted the old HorderLeaderboardtest.umap and widget (widget was causing failure in data validate)
One for the Open World itself, PERSISTENTMASTER, for things like TI<->Presidio move proxies
New ConstructionScript logic to resolve an issue with nav modifiers working differently in 5.1 on landscape actors (to update their failsafe nav to match the mesh, which it was automatically able to read by itself in 5.0)
Landscaping cars+misc updated w/ failsafe extents changed to function better for nav building (trees need manual work)
Fix to landscape-able tree nav
racked down a severe issue w/ proxy collision not being 'fully cleared' in the WP
Due to how World Partition works, actors who were modified by the Proxy Collision Manager didn't get 'dirtied' by the change, and thus their collision settings didn't reset
Created a utility widget that handled the cleanup by mimicking the proxy collision manager's Clean command while properly 'transacting' the actors so that the changes would be save-able
Collision+nav issues in the Open World Master seem mostly resolved. Player units can complete a move from Presidio to Alcatraz unassisted!
Cleanup of more actor types that needed SpatiallyLoaded to be false
re-saving actors in the WP to fix Map Check complaining about them
Clean up of null static mesh actors (and empty LevelInstance actors) in the WP to prevent Map Check warnings
Made landscape-able actors not participate in HLOD (cars, trees, etc.)
Updated player buildings to not be spatially loaded
Updated bridge containers to not be spatially loaded (and fixed the bridge destructibles themselves)
Updated world buildings to not be spatially loaded
Fixed a Merged_Warehouse_A in AIG7 that was still a static mesh (instead of a world building)
Fixed a major issue with Civilian 'condemned building movement' not triggering (due to a helipad check and some other things that weren't needed)
Started working on pivot-adjusting logic to try to help Dimitry with moving landscape splines (no soap yet though)
Made MercerRadius not be spatially loaded (not sure if it was needed, though)
New BP Library functions for accessing the World and the Streaming Levels through it
Slight tweak to PC BP "AsyncLoadClass" event to skip the load if the class already is loaded
Updated ZoneManager and GameState access relations in PlayerController, GameState, and ZoneManager to support a setter/getter setup
Used this to bypass an issue where Dynamic Civilian Factions fail to initialize due to the ZoneManager initializing before the GameState does
And updated C++/BP that referenced the PC's ZoneManager to use the new Getter (including OpenWorldMaster)
Cleared out the old MinimapComponentBP (no longer used)
Fixed a Warehouse in AIG07 that hadn't been converted to a World Building
Updated OpenWorldMaster proxy collision+nav after the above
Partial commit of World Partition deletion per Robert's request (Derek from Build Machine)
Started updating SquadControllers (part of Central Spawners, part of Dynamic Civvie Factions) to be children of VirtualUnitMovers
Formation logic ported to VirtualUnitMover (w/ added save/load: set FormationNum to 0 in a UnitMover's BP to 'turn on' random formations, or leave it as -1 to use the existing regular move logic)
Started cleaning out CentralSpawner and SquadController logic to support being virtual unit movers now
Started updating orders to use VirtualUnitMover-related calls instead of the old Squad-ones
Started updating save/load logic to support their new VirtualUnitMover setup
Cleared out more of old SquadController behaviors in favor of their VirtualUnitMover inheritance
Police/Anarchists have minimal functionality now on the new unit mover setup, though they have a rougher time capturing territory (due to capture points not respecting virtual units): not sure if time should be spent updating this further on this front due to that being a deprecated system
Still, the SquadControllers being in this state makes them more usable for dynamic civvie factions
Further cleanup of SquadController to better favor its VirtualUnitMover inheritance:
Cleaned out the 'SquadObjective' style enum to make sure it uses MoveOrder strings like regular UnitMovers do
Fixed an initialization issue to make sure they always are able to activate and run
Set up a 'GameMinuteTimer' in the GameState for other actors to reference if they desire to update every 'in game hour' (relative to regular timescale) without needing separate timers each
Updated CentralSpawners to use this instead of relying on the old Hour delegate
Updated Factions to have logic to enable their appearance in the Diplomacy tab of the PoliciesDropdownWidget
Either automatically, or via player seeing one of their units
Added an 'OnSeenByPlayer' response to units for this purpose
Updated save/load of CentralSpawners and some registration logic in the GameState and PoliciesDropdownWidget to support this
Enhanced SquadControllers to always be counted as 'civilian' unit movers
And improved their spawning logic so doing so won't 'break' them when they try to switch their nav modifier over to Civvie mode when they switch modes
Quick fix to stop all civvies in a Zone from spawning as the civvie subfaction that's assigned to said zone
Started updating handling of Factions for UnitMovers
And used this to make a quick fix for Factions Beta units to still be able to capture territory (by devirtualizing when on a Recon(capture) order and near the target)
Fixed FOW support for Base_Structure to support structures whose root component is a static mesh
Started adding support for a 'MainBuilding' for Dynamic Civvie factions to use
Which accesses MercerSystem 'pod trace' logic so these buildings can be dynamically placed around a spot as desired
used this to make civilian faction building construction start point not be right on top of the capture point
Made civilian factions track if their main building gets destroyed (including via save/load)
Made a basic check for Civilian Factions to spawn their main building (currently just after first ingame minute)
With changes to initialization for the CentralSpawners to support recognizing the correct faction, and removing the delegate for the check if the building gets set or destroyed
Updated 'VectorInBounds' from CepheusBlueprintLibrary to support an optional bool AlsoMustNotBeZero (default true), which also makes the Vector return false if it's a zero vector
Updated the Structure Healthbar widget to not show itself if the structure isn't visible in-world
Ported over some values from CentralSpawner to the Faction Container, for modularity's sake
And copied relevant values from the Police+Anarchist Spawners to their FC
Further modularized squad spawning for CentralSpawners
Set up logic for dynamic civvie factions start checking for unit spawns after setting up a main building
No spawn lists/pricing/costs set up yet for this so it doesn't work yet, but it's most of the way done
Ported more settings from the CentralSpawner to the Faction Container DA
Set up logic so civilians can be spawned by the dynamic civilian spawners
Should automatically be armed when they spawn, if they have CivvieWeapons and no default
SpawnWeapons defined (so 'unarmed' civvies won't be a thing, unless the spawned class has no SpawnWeapons OR CivvieWeapons)
Waits until MainBuilding has spawned first and prevents their spawn unless said MainBuilding is created
Added logic to make Civilian-based spawners pull from World Buildings in the area for populating their ranks (so the civilian count doesn't magically gain numbers when civvie faction units are spawned, and so they cannot spawn if there are no civvies left)
Removed the extremely old first version of the Reputation system (the flat number in the PC)
Started updating dynamic civvie faction aggression response
Started on slight overhaul of Faction-relationship handling, saving, and loading, to better support dynamically-generated factions
Improved Unit Mover faction-setting on its units to better ensure dynamic civvie faction units spawn and load as the correct faction
Set up Dynamic Civvie Faction 'roll for go hostile' logic
Raven health lowered to 1800 from 2700
Fixed some animation issues with pistols and the f2000
Updated Structure team-registration to reflect the updates that Characters got, allowing them to properly get the correct faction when spawning as part of dynamic civilian factions
Started revamping save/load of Walls to be more modular and use StructureSaveData rather than their own unique FWallSaveData
P90: damage lowered from 18.5 to 16 & rpm decreased from 700 to 650.
Vector: clip size increased from 25 to 40, rpm increased from 900 to 1000.
mp5: rpm decreased from 800 to 700, clip size increased from 25 to 30 & damaged Decreased to 26
from 34 and 23 from 34 suppressed.
m249 - clip size decrerased from 200 to 150 & rpm increased from 750 to 850.
x-bren 5.56: is now a 6.8m, rpm decreased to 600 from 700 & clip size decreased from 45 to 30.
mcx (m16a3): rpm increased from 800 to 850.
Scar 5.56: clip size decreased from 35 to 25 & rpm decreased from 730 to 650
mp5sd 10mm: damaged decreased from 34 to 30 & rpm decreased from 800 to 750.
Spitters acid attack damage increased from 35 to 40 and projectile speed increased from 2,000.0 to 2,850.0. have fun
m16a3 added to the following units. Winters, Assault, Engineer, Heavy, Scientist, Sniper & spec ops.
Fixed Doctrine registry
speculative fix for crash https://discord.com/channels/469412014427602944/1074600733267206194/1086926583299846196
rewrote audio importing system to hopefully solve audio playback crashes
Fixed weather DA references in PlayerController
Updated rep range in regular+cannibal civ archetypes
Fixed Target Civilians ROE option
Added a 'RiotRange' reputation setting to FactionContainers for Dynamic Civvie Factions
Added a 'RiotMode' to CentralSpawner (also accessible from FactionManager) and started on logic for turning it on/off
Added a 'RiotMode' to Base_Character and set up a delegate for when it shifts and hooked it up in the Anim Blueprint
Enhanced setup for FactionManagers to better enable delegate binding for registered units and used this to set up RiotMode on units in a Faction which has entered Riot against player
Set up logic to make CentralSpawners declare Riot if rep is low enough (seems to require player buildings before it'll run though, may need to tweak it some more)
Speculative crash fix for unit mover devirtualization
Adjusted civilian unit movers to have their own UnitMover array in the GameState (so they won't encroach on unit mover cap for infected)
Centralized setting of CharacterMovement 'update while rendered' logic to a single function, to try to better manage it and deal with situations where gameplay-relevant civvies remain motionless
Updated Avenger Art assets.
Updated TOW missile material.
Avenger Stinger Missile setup.
Fixed preview mesh crashes
Added Target Homing to TOW Missile.
Added Avenger preview mesh.
Fixed Avenger lights.
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"]
AMD FSR requires an engine restart sometimes to start
[/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power [expand type="details"] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here [expand type="details"] [/expand]
Patch - 1.2.6.2 (Experimental Only)
Cepheus Protocol Dev Update 14
https://youtu.be/LOdVk1yiuak
Cepheus Protocol Dev Update 13
https://www.youtube.com/watch?v=9hdefIw4O7g
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"]
Added a placeholder 'BunkerBuster' variant of the Charon class icon
Added a HUD notification upon the Bunker Buster successfully collapsing a tunnel
Updated more Leviathan logic to use 'GetValidLeviathanEmergeSpot' so Leviathans will hopefully just pop up inside build volumes (instead of inside of or on top of buildings) Leviathans should be much less likely to appear on rooftops
Added a check to prevent Leviathans from spawning an additional Tunnel Entrance on top of another they've spawned
Fixed two crashes with UnitMover-Tunnel interaction
mproved Leviathan movement logic to try to further restrict movement from potentially ending up on rooftops
Updated the HUD Recruit weapon selection dropdown to support the updates that the Weapon Market item widget got
Quick update to stop Bounty Infected overhead images from showing through the fog of war
Set up Bunker Buster damage on a burrowed Leviathan to irritate it and give it a good chance to emerge (unless there's no ground to emerge from nearby, i.e. you hit it while it was under water)
Fixed a crash w/ Unit Mover+Tunnel interaction
Swapped out 'TUGS Ping' response from Juggernaut+Leviathan to say 'Sensors detected' instead of 'TUGS detected' (since Leviathan can be spotted by the Charon's Bunker Buster setup, now)
Speculative fix for Ravens leaving their 'icon' visible to the player even after re-entering FOW https://discord.com/channels/469412014427602944/1077240538002116648/1077240538002116648
Fixed tunnel entrance 'rubble mode' not saving/loading
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"]
AMD FSR requires an engine restart sometimes to start
[/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power [expand type="details"] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here [expand type="details"] [/expand]
Patch - 1.2.6.1 (Experimental Only)
Cepheus Protocol Dev Update 13
https://www.youtube.com/watch?v=9hdefIw4O7g
Cepheus Protocol Dev Update 12
https://youtu.be/Ro74RDr85cQ
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"]
Nvidia 4000 series card crash resolved with Birds
Added the Ability for the TUGS to detect Levi and Tunnel networks passively
Fixed to Levi tunneling to make them not choose "stupid" locations to place them (We will be revising this into the next few days to improve it further into next week)
Increased health of birds by double
Increased Birds resistance to bullets
Small fix to targeting issue with tunnel entrances
Fixed 'unit clearing due to reasons other than death' not properly clearing their Population count (which seems related to at least one source of 'extra pop cost when loading saves')
Added more safeties to hopefully stop Leviathans from tunneling 'above ground' as much
Added a new tag-check to the Guard Tower to prevent non-Tower Guards from manning them (if the tower's current guard should die without the tower itself falling)
Updated Gates to have 'CanCharacterStepUpOn' to be no for the various subcomponents on it that had this set to 'yes' (hopefully stops Juggernaut gate climbing)
Updated Grenade throw trace to also ignore enemy units (the mouse will still 'hit' them but the grenade itself will go through)
Bunker Buster weapon added in early-state to the Charon
Removes unit carry capacity (aside from the pilot)
Adds a tunnel-scanner (with scanner widget toggle on the Charon in the world)
Bunker Buster can be fired via Command Window (bottom right of screen) for $2500 (30 sec cooldown)
Bunker Buster deals no damage unless target is below ground!
Destroys tunnels that 'connect' tunnel entrances that Leviathans build
If you hit a Leviathan that's underground with this, it'll take a good chunk out of his health
Fixed the SPAS-12 not having an AimSource socket
BunkerBusterMissile minimum damage adjusted
Progress commit on making Cooldown visible for command widget
Updated Charon bunker buster to 'aim' the ability when the button is pressed, akin to the Fast Rope aim circle
Improvements to Weapon Market display
Shows 'APS' (attacks/actions per second') instead of 'RPS' for melee weapons
Stats display is hidden if weapon is not conventional (i.e. Scientist Scanner, Charon Bunker Buster)
Added description to Scientist Scanner and Riot Shields
Improved overhead ammo display widget for units to not be shown for weapons that do not use ammo (such as Scanner, Bunker Buster, etc.)
Fixed the Charon 'ground scanner widget' not getting cleared if you unequip the Bunker Buster from it
Added Raven options to the difficulty adjuster. Active, Start Day, Health Multiplier
Improved save/load for World Buildings to report duplicate World Building BuildingDevNames (which mess with save/load)
Fixed a bug that causes civilians to be removed improperly from a zone (which was causing the population to increase over time if you evacuated civilians between zones)
Crit multiplier set to x2 max for all guns
Speed standards set on all classes to be the same
Added a placeholder 'BunkerBuster' variant of the Charon class icon
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"]
Charon will be gaining new abilities to hunt Chelsey/Levi/Tunnels next patch
[/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power [expand type="details"] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here [expand type="details"] [/expand]
Patch - 1.2.6 (Experimental Only)
Cepheus Protocol Dev Update 13
https://www.youtube.com/watch?v=9hdefIw4O7g
Cepheus Protocol Dev Update 12
https://youtu.be/Ro74RDr85cQ
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"]
Infected Birds added, they will build nests and spread virus across the island past day 2. They will also build nests to create more birds over time. They can attack air units and units hiding on rooftops.
Updated 'latest save' string to point at the latest saved
or* latest loaded game. And updated the Load Game screen for Pandemic to use the same criterion for 'latest save' that the Game Over+Pause menus use (so it won't be so confusing)
Updated Garrison Position for the Merlin to be more 'under' the entry spot (instead of too far out, where it can get 'stuck' into things too easily, such as in a save Robert sent to me)
Added Infected Crow's Nest Mesh, texture and material
Updated Helicopters with a new var 'DistanceToStartLoweringForFastRope', set to 12000. Used this to make Helicopters much less likely to overshoot Rappel targets by starting to fly lower sooner
Improvements to Bird attack logic and how they pick a 'swoop target' and attacks
Improved logic to determine if a player is walled off/unreachable by destroying bridges so Flying units and Levi's will target them
Fixed an issue w/ loaded civvies (who are infected) using Civvie idles
Added a custom game setting InfectedBirdStartDay, and a function in the ChelseySystem for checking sending birds alongside any Assault checks
Added another fix for being able to mouse-click bridges certain spots to bring up a menu that lets you destroy them
Fix to autosave startup in the Open World Master to wait until both Chelsey and the Player have 'started up', to prevent the game from autosaving before Chelsey spawns, thus creating a world with no Patient Zero if you load that 'game start autosave'
Fixed up 'permanent targeting' issue if they start a swoop on someone but that person leaves vision
Improved ActorConstructionPoint to have a 'non-absorb' mode so units can 'construct' pods/etc. similar to how Engineers do
Added some additional logic so that Helicopters interacting with Construction will lower their flight height to 50, then return it to normal after their TargetConstructionActor is removed
Fixed a major save/load issue (introduced Friday) that caused Hive references for LTs to 'break' and reference random constructibles in the zone
Fixed Chelsey being included in the "LT Array" in the MercerSystem
Fixed another save/load issue with Mercer Hives (if a hive was under construction at the point of saving, due to auto construct, it was being 'ignored' and thus forgotten. No longer)
More fixes to prevent Hives or pods getting 'forgotten' by the game when saving/loading
Fixed the Sniper's default mesh being unassigned sometimes to cause them to A pose
Improved save/load logic to detect an 'empty mesh' on loaded units, and give them a random mesh from their available male/female variants if they are 'empty mesh' on load
Added another move proxy from Treasure Island Power Plant to the 'middle' of its bridge back to TI South, for fixing an issue Efrain encountered
Updated some Helicopter-related logic to be more modular, and updated Infected AI to better account for flight-height when scanning for movement spots Result: Birds more reliably roam around, move around, and can follow construction orders from really far away (instead of failing to spread from initial nest) in the Master
Fixed an issue where loaded Ravens would fail to be saved (i.e. save, load would work, but saving then loading again would delete them)
Raven Subsystem now tries to spawn a Raven to defend a nest if that nest has no Raven to guard it (higher priority than spawning to spread, so that'll happen first)
Raven Subsystem now tries to spread to player territory if it already has nests on all landmasses And, if there are no birds
and* no structures, construction points will clear so it can 'start afresh' rather than getting stuck
Minor fix to FreshlyLoaded, too, to hopefully stop the system from stalling if you save/load before the first hive starts construction
Several fixes to Chelsey AI
Stuck checks improved: if her 'on invalid nav' checks notice being on bad nav but fail to find a good spot, CriticalStuckWarp will run. Though this won't run if she has a jump attack target, is falling, has an attach parent (i.e. helicopter she's punching), etc.
Set up a response for when Hives take damage to summon the nearest Leviathan to assist in its defense
Fixed an issue with units getting 'jitters' if given a group order to move to a garrison, then given another move order away from it
Unit Mover and Chelsey System improvements to support (and encourage) usage of tunnel entrances =Results: If tunnels exist in-world, the Chelsey System and Unit Movers now know how to use them, and will prioritize spreading to tunnel exits that are far away (to make Angel island seem more 'tempting' to their AI, so to speak, and to improve likelihood of building up defenses in 'tunnel zones').
Added a safety to prevent Birds entering into an 'infinite melee attack loop crash'
Added a basic TOW weapon to the Humvee (kitbashed from the CROWS+SMAW, with mostly SMAW stats)
Used this to make the Avenger gun for the Humvee, with some basic stats and anti-air properties, as well as a description indicating to the player that it's anti-air only. The Avenger has friendly fire turned off, so it won't hurt allied
And improved initial Leviathan spawn to try to prevent him from popping up on top of buildings initially
Improved safety regarding tunnel movement for UnitMovers (to prevent a potential infinite loop crash)
Improved Leviathan 'emerge from burrow' logic to not 'miss' a case where a tunnel entrance should be dropped
Leviathans now have a lower 'wander time', especially if issued a ZoneBurrowTarget from the LeviathanSubsystem
Updated Leviathan start day on Director's Cut (and default setting for Custom Difficulties) to be ingame Gametime Day 2 (after 24 minutes ingame)
Infected also get an 'initial Leviathan token' on the Leviathan start day, allowing them to quickly get a Leviathan right as that day begins
Added a slight fix to the ZoneManager to not potentially 'add another Leviathan token' when loading saves, if someone sets custom difficulty Leviathan start day to ingame day 1
Fixed Infected bird animation speed.
Added glowing eyes to infected birds.
Speculative crashfix added for Unit+Tunnel interaction
Improved default explosive safety to stop 'false positives' in some weird circumstances with enemy tunnels
Improved enemy tunnel with 'attackpoints' to make it more easily targetable by player units
Added pipeline to support logic for Leviathans to respond to a Tunnel Entrance being damaged
made the Leviathan roar sound trigger from a tunnel in a zone when a Leviathan moves to defend a zone due to hive/tunnel being damaged there
Fixes for mouse targeting issues with world buildings/bridges after Tunnel targeting fixes
Fixed Structure Healthbars not working for things that didn't inherit from Base_PlayerStructure
Updated Tunnels to have 18K health (from 6K), so it's not an easy 'burn down': you'll want explosives.
Fixed hovering over structures that have no hovertext causing an 'empty hovertext' popup to display (small black rectangle)
Set up the Raven Subsystem to spawn additional ravens to support Assaults against locations that have already repelled enough units (up to 3 swarms)
Added Leviathan 'assault support'. If a zone has endured some Assault unit movers, the Leviathan subsystem may send up to two Leviathans to assist
A few Leviathan move/burrow functions tweaked (and a safety added to AI to try to stop rotation freeze bug)
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"]
Charon will be gaining new abilities to hunt Chelsey/Levi/Tunnels next patch
[/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power [expand type="details"] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here [expand type="details"] [/expand]
Patch - 1.2.5.1 (Experimental Only)
Cepheus Protocol Dev Update 13
https://www.youtube.com/watch?v=9hdefIw4O7g
Cepheus Protocol Dev Update 12
https://youtu.be/Ro74RDr85cQ
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
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"]
Vehicle slow down issue is a problem we are looking into
[/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power [expand type="details"] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here [expand type="details"] [/expand]
Patch - 1.2.5.1 (Public Branch Only)
Cepheus Protocol Dev Update 13
https://www.youtube.com/watch?v=9hdefIw4O7g
Cepheus Protocol Dev Update 12
https://youtu.be/Ro74RDr85cQ
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Fixed an error where LT's wouldnt spawn correctly
Fixed up the Weather system to attach to the Player Camera Manager instead of the player pawn (fixes rain staying in a 'small box' above the player cam root, instead of being attached around the 'lens' regardless of camera height or operator mode)
Fix to population mismatch occurring when evacuating civilians from one zone to another
Improved passive infection logic related to buildings: Passive tick can try up to three buildings if the targeted building doesn't have enough units for the passive tick
Infection amount now respects the successful infection amount from each building, rather than the initial queried amount (preventing infected from gaining population from excess 'infection pop tick' that a building couldn't handle)
Lowered Critical Chance for P90
Updated mob unit logic to reduce turn rate (up down to 10% turn rate when mob is of 4 units or more). Looks noticeably better for civvies evacuating.
Updated construction points to use 'PlayerWall' nav instead of global 'Obstacle' nav, preventing the player from redirecting infected by setting down (but not completing) sandbag construction points
Updated Sandbag Builder to support keyboard rotation without breaking Spotlight overlap logic
improved Sandbag Builder's update rate to update 15 times a second (instead of 8 times a second), to make it feel a bit smoother
Improved several performance tweaks for character meshes to also apply to mob meshes (so civilian mob meshes shouldn't be as expensive as they were before)
Fixed the 'auto evac loop' disabling itself for a zone that has no population left (in case it
gains* population due to another zone evacuating to it)
Improved Chelsey's BridgeDestroyed response to exit her 'death regen' shell and jump to safety (results in full heal early, though, but better than her exiting the game, for the moment)
Quick fix to Chelsey's new 'emergency escape from death regen due to bridge blowing up' to not full-heal her, unlike regular death regen
Naviation movement tweaked on all Islands
Updated some wallbuilder math to deal with the 'corner point' offsets for player wall construction
Updated units to save/load their velocity (should be more noticeable with vehicles not having to 'start up again' when loading saves)
Has some safeties to not load velocity when devirtualizing units (which is a form of loading), as well as not load velocity if a unit was saved in a garrison or while being airlifted
Made repairs to Location volumes in Grids 7 and 8.
Improved helipad 'extra collision' (and nav) handling to be more modular:
Extra collision/nav actor spawns at construction phase and is transferred up, rather than only spawning when the building lands (preventing the helipad's 'preview hologram' from blocking unit movement due to them not seeing it as an obstacle, and it also prevents multiple actor spawning/despawning during construction phases, so nav only has to update once for helipad construction)
Enhanced patrol logic to respect the new 'bUseFormationMovement' bool being false (for vehicles), so patrols can still be fully utilized by vehicles
Updated the light sphere for CERC buildings to alpha light of 1000 (from 400), to make them brighter
Updated MUTT+MULE to use Formation Movement again
Gas Attack updated its description to better reflect current gamestate (instead of mentioning the now-unavailable Gas Mask unlock)
Fixed up some logic related to the Infection Scanner 'weapon' for Scientists to make it more reliable
Crash fixes for Infection Scanner
Fixed Units not hiding their Minimap POI when garrisoned
Updated airlifted units (i.e. vehicles picked up by the Merlin) to hide their minimap POI
Updated Civvies to properly use ResetStimuli when faction relationships update (so the player can target them immediately after switching ROE to target civvies, instead of any civvies currently in view being 'ignored' until someone sees them 'afresh')
Minor Post process changes - From from 0.7 to 0.55 (default). Contrast from 1.0 to 1.25 to compensate.
Skylight Intensity increased from 2 to 3 to make the map brigher.
Long movement orders should be more reliable now
Move Proxy system now tries to sort out move proxies that cannot reach the final destination, if it finds one that can (and is on the same landmass), to minimize confusion in movement
Anti-backtracking logic added to prevent units from 'switching' move proxies due to getting within the 'minimum range exclusion' zone of the one they're currently targeting
New move proxy added to TI G1 to help with things like this: https://discord.com/channels/469412014427602944/1056945493877461062/1056945493877461062
Engineer construction should more reliably use the move proxy system, too
Fixed weather particle effects failing to clear when weather changes
Added a 'post-dodge anti-strafe impulse' logic to helicopter 'building dodge' to make helicopters not 'slide by' move targets, but re-straighten their velocity. Helps a lot with helicopters 'overshooting' targets
Updated helicopter building dodge-mitigation logic a bit to be 'layered out' so it doesn't look as robotic
Updated WallBuilder and SandbagBuilder to have more leniency with start and end sections of walled pieces (like regular walls, sandbags, barbed wire, etc.), so it's easier to set them down in narrow locations
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"]
Vehicle slow down issue is a problem we are looking into
[/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/expand]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power [expand type="details"] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here [expand type="details"] [/expand]
Cepheus Protocol In Review 2022 Community Poll
Cepheus Protocol Dev Update 13
https://www.youtube.com/watch?v=9hdefIw4O7g
Cepheus Protocol Dev Update 12
https://youtu.be/Ro74RDr85cQ
In preparation for next year and getting things moving again in early January I'm looking to gather some data on how CP is shaping up from our communities standpoint, what you would like us to do better, what your excited for etc. Please consider submitting your feedback as it helps me prioritize resources accordingly going into next year.
Please do not use generic terms like "Its undercooked/bad etc" Take the time to explain what exactly makes the game feel off to you so we can resolve it. What mechanics systems aren't fleshed out enough etc.