Included in this patch from experimental branch https://steamcommunity.com/games/979640/announcements/detail/3611355552408690876 https://steamcommunity.com/games/979640/announcements/detail/3611355552404620569 https://steamcommunity.com/games/979640/announcements/detail/6390075983613044409 https://steamcommunity.com/games/979640/announcements/detail/3640627752627204999 https://steamcommunity.com/games/979640/announcements/detail/3640627752624471301 https://steamcommunity.com/games/979640/announcements/detail/3640627684970448999
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Added a View mode at the top left to help determine building populations at a quick glance. Green high pop, yellow moderate , red empty
Vehicle move formation orders lossened to improve vehicle movement. They will no longer wait for infantry when given group move orders (Similar to COH)
Enhancements to vehicle formation movement
Vehicles which have been part of a group move order for 6 seconds will enhance their mobility, to prevent small jitters or obstacles from completely derailing their movement
Vehicle-only formation move orders, in addition to last commit's improvement, will now hopefully have less jittering when everyone is in position (due to formation move handler speeding up if anyone is too close to their target position while still in motion)
Fixed an issue with the Idle Engineer button (after earlier commits)
Added a 'tutorial glow' popup around the Auto Evac button on the Infection Zone Widget
Updated the 'frame anim' images used to the proper UI compression settings
Added a basic FixWorldBuildingDevnameDuplicates (it needs improvements, but was sufficient for now)
Lt's buffed
All weapons have had crit damage reduced by 20%
Humvees now take proper damage from blowup guy
All Humvee gas consumption numbers lowered
Fixed infected spawning in and getting stuck
Adjusted Pivots to 3 way road intersections, for better implementation into Road spline tool.
Honey Bager is back BABY!!! & GC32 (Operator)
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
(Click Show details for a full breakdown of the changes) [expand type="details"]
Updated Humvee to be available from the Motor Pool
Added a quick weather-anim fix for the Humvee when it switches meshes due to weapon swap
Improved safeties for calling-in units to (hopefully greatly) reduce the chances of units landing on rooftops
Fixed a major bug that caused civilians evacuating from one zone to another to get 'cleared' by a new update loop check
Improved 'evacuate between zones' logic to properly use Mobs (instead of sending groups of 10 at a time, which takes forever). Greatly increases evacuation-between-zones rate
Added speculative fix that (should) resolve vehicles sometimes getting 'stuck' at incredibly low speeds
Fixed a population count issue with 'Transfer Between Zones' civvie evacuation 'missing out' on civvies that are currently virtual (resulting in potentially severe population 'mismatch' over time)
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
(Click Show details for a full breakdown of the changes) [expand type="details"]
Updated Humvee to have a fifth seat 'in the back' when in open-hooded mode
Also now uses the fourth seat when hooded
Updated firing arcs for units in Open Humvee to be able to shoot 360 degrees (their animations don't turn +/-180 anymore, though, so it looks a bit odd)
Fixed up Hooded Humvee allowing units inside to get hit
Updated InfectionZone's Condemned Unit Moving to use Mob Units
Fixed SpawnNodes
also* saving civilians who are currently under a Virtual Unit Mover's move orders (resulting in civilians duplicating as you save/load)
Fixed InfectionZone calculation of Civilian Population to try to better avoid 'double-counting' units (since Unit Mover units register with a Node, they now no longer count as 'pop' from the node
and* the unit mover)
Fixed buildings failing to properly tally Mobs when they enter
Fixed some World Buildings in the master having duplicate Devnames (Building 'D09' was used on multiple islands, and due to being in different levels, it sometimes shared Outliner names, resulting in issues when saving/loading)
Quick fix to nav in the master (commit from Derek on Build Machine)
Committing a save that (unreliably) has a Humvee that starts the save with the 'slowdown' issue. Not sure how to reliably reproduce, but this is the closest I got so far. We are still looking into this issue
Fixed Vehicle wheel steering getting stuck, and switched to a cleaner and more optimized node setup for it.
Reduced Atlas Ammo radius visualization area to 0 opacity (now outline only).
Converted Infected so they don't have shadows beyond LOD 1
North San Francisco progress
Set up an extra seat in the Open Hooded variant of the Humvee (adjusted existing 'fifth' seat by scooting it over, then copied it and mirrored. Updated garrison capacity and updated the GarrisonSeatConfigs for Open/Default)
Updated Chelsey to enter 'flee mode' after completing a Death Regen, if she's not near her territory
And on entering Death Regen (unless from a loaded game) her health will default to 1 instead of whatever value it was when she was hit with enough force to put her into Death Regen
Switched Gas tower to Nanite to improve performance
Fixed civilian mobs spawning with guns (resulting in some visual weirdness)
Updated 'mob units' to have additional health (MaxHealth added on for every extra body)
Said mob units will 'lose' bodies when their health drops below certain thresholds
A bit of modularity added to killing units to support this, too, so if the player kills mobs (w/o finishing the 'source') some of the data is handled properly (likely needs more tweaks!)
Mob unit 'deaths' use new ragdoll registry in the GameState to make sure their corpses don't stay around forever
Additionally, mob units can 'split off as infected units' instead of dying, if the civvies were infected
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
(Click Show details for a full breakdown of the changes) [expand type="details"]
Fix for world building icon emissive strength.
Updated landscape materials, added scattered Trash objects to Asphalt layer.
Added new HLOD base material with a Weather function, to fix pop-in of 'always-dry' HLODs during Rain. Assigned as Override on HLOD BP's.
Turned off Shadows on various road splines on Angel Island.
Updated Road Master Material to use the Landscape Asphalt material function for roads, to match landscape (world tiling).
Started breaking up the Infection Zone's 'EvacuatingCivvies' array responsibility amongst Evac Points With some new 'evac point unassigned' assistance to make sure civvies properly decouple from arrays if a helipad is destroyed or turned off from Evac Mode, for example
Updated the World Building management widget to disable the 'order buttons' and display 'Evacuating' when it's currently the auto-evac target
AI coastline nav blocker Clean-up
Fixed Chelsey/LTs not using move proxy system for roam movement (should resolve somewhat-common issues w/ LTs or Chelsey getting confused if ordered to move to another landmass)
Added some logic to Infected AI to reduce the likelihood of melee-only infected getting confused and trying to target the 'tower occupant' instead of just swinging at the tower
added new logic to Spitters to make them swing at a Guard Tower they're attacking when spit is on cooldown, by modularizing some of the melee attack logic in Infected AI
Fixed DDM4 not having an AimSource socket
Fixed the 'moving parts' of player walls not having their own collision preset (now uses PlayerGateWallPiece)
Added new collision Object Channel 'VirtualUnit' for use by the VirtualUnitMovers. Used this to make Infected Unit Movers not be able to 'phase through' player walls, in addition to the above new collision profile for the moving parts
Updated Asphalt materials.
Added more Trash scatter to landscape.
Polished up rough cliffside in Presidio.
tactical speed changed from 150 - 200
AR crit chance is 10%
SMG crit chance is 21%
Sniper crit chance is 45%
Lmgs Crit chance is 5%
Animation polish for hand placement.
lmg crit chance adjusted to 5%
More nav clean-up on Presidio
TI Cliff nav and coastline nav clean-up
Optimzation to player walls
Adjusted attackpoints for Sandbags, Barbed Wire, Dual Barbed Wire, Hesco, and Jersey walls to help resolve an issue where infected 'fail to see a wall' because the point they're looking for is a bit too low to the ground and the 'sight trace' hits the floor
Fixed up corruption on the Barbed Wire Wall
Fixed up an event in SandbagWall
Fixed up Barbed Wire hovertip
Fixed up corruption in the Short Hesco Wall
Fixed a load issue in Short Hesco Wall
Fixed corruption in Tall Hesco Wall
Fixed the MasterCharacter_AnimBlueprint not properly responding to infection conversion
Fixed Flamethrower not having an AimSource socket
Added logic to prevent Chelsey from being able to attack while in a Death Regen shell
Added a safety to make sure that Chelsey will always try to 'detach' from whatever she's attached to when she enters a Death Regen shell
Early Mob system added got it to a point where it can randomly select male/female, select a mesh, and do a little bit of 'placement finding' logic to try to minimize overlaps when adding additional units to the mob. Animates decently.
-UMP45 skeleton was missing AimSource socket: fixed
Fixed some 'late load' logic (was somehow messing up GroupPos value when LateLoading a unit)
Made Civilians, in RegisterMercerCivvie, stop using CrowdManagement beyond the 100th currently-registered (to stop them from 'blocking up' the player's ability to move, if a lot of civvies are active at once)
Improved civilian clearing logic to have an 'emergency' mode, for when a node has
way* too many civvies active at once (who aren't in unit movers/evac orders)
Improved loading of Civvies to better assign them to an Evac Point if they are loaded without Evac Point assignment, but want to evacuate
Added save/load to Mob Unit struct setup (via 'data struct' inside the outer layer which contains the savable data)
-Updated MobUnit setup to support the same depth stenciling updates that affect the main mesh
Updated Civilian Evac counter to respect mob unit amount
Updated simple garrison counter to respect mob unit amount (won't work 100% for all garrisons, but sufficient for Evac Choppers)
Updated Civilian death tracking to respect mob unit amount (both in SpawnNode and in PlayerController's 'killed civvies' tally)
Improved some loading issues with civvies on the player team not registering their death correctly
And some fixes to Evac Choppers allowing 'too many' units to try to board, resulting in a 'false board' that moves units around without actually garrisoning them
Improvements to MobUnit 'split off' logic to support splitting off multiple MobUnits into a single extra character (who inherits the other MobUnits instead of creating characters for each one)
Improvements to garrisoning to allow Evac Choppers to 'split off' units from Mobs to top themselves off
Also doubled the 'spawn amount' for civvies, to help pump out Auto-evac civvies even faster Result: Auto-evac helipad logic works pretty well! Some secondary features need testing, and mobs aren't yet applied to 'evac between buildings/zones' yet, though, so it's likely rough around the edges.
Adding Open-Top Humvee variant assets.
Turning off heli auto-evac (or losing all evac points in an area) now orders auto-evacuating civvies back into a building
turning auto-evac off also will more quickly propagate orders than turning it on
Got weapon switching working so it goes from Open-hooded to closed when equipped w/ CROWS
Updated it to take the Scout Car's place for now (saves w/ scout cars will still have access to them I think, but going forward Humvees will be available instead)
Adjusted Humvee seat offsets. Turned off Weather response.
Fix to a math issue with new 'GarrisonSlots' setup that broke degarrisoning if a unit exited a player vehicle
Updated melee attacks to be able to hit units in Garrisons who are set to be 'targetable' while in garrison
Updated Humvee (when open-hooded) to angle-lock the units inside (instead of letting them shoot 'behind' themselves - was
incredibly* powerful)
Fixed JLTV and Humvee, when Unarmed, failing to 'see' things
Further fixes to 'allow melee to hit garrisoned units in the Humvee when open hood' logic
m4 idle animation polish
m4 sprint polish
m2 crows balance pass v1
crows - 500, base dmg is 65 fall of starts at 3000cm with a crit chance of 5%
hk-53 animation tweaks
holosight added to the m4
Humvee carring capacity increased for all varients
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"]
Some navigations issues around Treasure Island West
Humvee drivers can be killed to easily at times we are improving them for early next week
[/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
(Click Show details for a full breakdown of the changes) [expand type="details"]
Added 'status mesh location' to World Buildings
And set up some logic to automate updating of this for each World Building, so each should have a good position for their 'status token'
Progress on a 'StatusMesh' for World Buildings, for displaying state of the building (Evac, Cleanse, or Condemn)
Fixed a bug that was causing some world structures to "TakeDamage" and disappear sometimes
Fixed the SelectionBox on World Buildings having a shadow
Fixed the Status Mesh on World Buildings having a shadow
Fixed some focus issues in the World Building management popup
Fixed a News button having a focus issue
Updated World Buildings to have a 'Show World Building Status' setting in the PC
Bridge Resistance to Damage increased to 45%
Grenade Launcher prices reduced
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"]
Some Evac helicopters can get stuck on tall buildings we are working on fixes to helicopter pathing for next patch within 24-48 hours
[/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
(Click Show details for a full breakdown of the changes) [expand type="details"]
Fix to Custom Sign logic to try to stop civvies from being 'interrupted' from evac/building movement if they run into a sign on the way there
Fix to sr-25_Skeleton not having an AimSource socket
Update to special-infected spawn likelihood - Not very common on day 1, Very common at night, increasingly so as time goes on. As days progress, commonality during day increases, too
Fixed an issue that could cause civilian population numbers to ballon beyond our built in safety limits
Adjusted a building instance in PI_G03 which had a door which dropped civvies onto a planter
Updated nav in the master after updating a certain planter type to no longer affect nav
Updated hovertip logic for the Helipad 'toggle to evac mode' to list the number of Helipads you have that are in Evac, as well as the limit
Updated Evac Chopper garrison size to 128 (from 32)
Added a 'SimpleGarrisonDisplay' mode that just shows numeric display instead of images (due to the Evac Chopper supporting up to 128 units now)
Improved helicopter move safeties a bit to stop them from crashing into buildings
Made the Evac Merlin have a higher flight-height (to make it fly more safely)
Added some more 'update calls' to the InfectionZoneWidget's civilian population tracker to resolve instances where population numbers would fail to update
Fixed Cleanse not counting the cleansed civvies in the Dead Tracker Result: Population tracking should be a bit more accurate, though there's likely still a few issues left with the new system setup
Some buildings have their overall population reduced
Speculative crashfix for https://discord.com/channels/469412014427602944/1050116654891278477/1050116654891278477
Infected hp increased from 150 - 300 based on the new CERC responiveness levels
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"]
Some Evac helicopters can get stuck on tall buildings we are working on fixes to helicopter pathing for next patch within 24-48 hours
[/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
(Click Show details for a full breakdown of the changes) [expand type="details"]
Helipads can now be toggled into a mass civilian evaucation mode (Civlians can take up to a minute to start arriving as long as the zone they are built in arent empty)
Buildings can be "Cleansed" to pacificy all civlians in a building lethally. There is no civilian rep lost yet. This will be coming a few patches down the road to tie into dynamic civlian groups.
The zone card will gain a drop down when you own more then one territory to issue zone edicts to order mass evaucations.
After a zone is marked as a evaucation zone or has any kind of population in it building a helipad and toggle them into "evaucation" mode will summon all civlians within a zone to that helipad.
Fixed the 'join player team' button over Civilian heads being able to pop up if you hover over a dead civvie
Landscape textures cleaned up and material adjustments.
Collision mesh adjustments to job site buildings
Civilian unit movers now properly update their navigation query to try to avoid player walls and use player gates
Updated hovertip for the Helipad and its 'ToggleEvacMode' ability to better reflect the new evacuation setup
Updated the Shops framework slightly to support clearing hovertip when buttons are cleared or changed (fixes an issue w/ Helipad's Toggle Evac Mode hovertip not disappearing)
Civilian texture fix - (weird shadows)
Presidio Nav clean-up work
Updated the ability to set an Evac Zone to only require zone ownership, rather than requiring an Evac Helicopter
Infection Zones now will no longer automatically evacuate civilians via Evac Helipads unless told to do so via the Infection Zone Widget
Fixed 'focusable' elements on the Infection Zone Widget
Updated the Garrison cursor to not appear when mousing over a vehicle which doesn't allow any of your selected units to board (such as Civvie evac choppers if you have no civvies selected)
Added a difficulty setting for Civilian Evacuation Income (default $5)
Fixed there being a bunch of test units left on the Aircraft Carrier in the Master
Updated Automatic gates to open for Civilians, too. The hovertip for the Automatic Gate toggle button has been updated to reflect this
Updated the Mercer System to have a list of 'inactive civvies' - civilians who are spawned, but shouldn't count against the spawn limit
Currently, the only way civvies get on this list is if they're actively garrisoned in an Evac helicopter (to make sure they don't 'stop up' the flow of evacuating civilians)
Progress commit on new 'World Buildings' system (for storing civilians in buildings instead of just as abstract numbers)
Collision fix for carrier deck.
Downported a lot of Building logic into Base_Structure for more modularity in prep for World Buildings system
Updated saving/loading of units to use a 'GetSaveTransform' function, which accounts for lerping (and if the lerp is gonna clear the unit) to determine the position to load the unit at
Fixed a MAJOR issue with unit movers having 'inverted' distance checks (thus spawning units when CERC are
NOT* nearby, rather than vice-versa!)
Updated the Civvie Transfer Unit Movers to make devirtualized civvies move towards the nearest world building in the zone (if one exists) and enter it, rather than merely milling around
Updated civvies to not have an 'Accept Guardianship' popup if they have an interaction actor (i.e. are moving to go inside of a building)
Hesco wall build time reduced
Animation fixes to the hk-53 and m249
Riot shield animation fixes
hip fire fix for operator
Operator crouch shooting fixed
p220 added to civ weapon list to replace m9.
sprint works for all cerc units
Updated Chelsey to not be able to enter death regen state if in the air, and to detach from 'jump attack target' if she would normally enter death-regen state (to prevent 'death regen cocoon' from occurring in the air)
Unit Movers also now should properly make sure all their units can move in fog (when devirtualized)
Added new Speaker tower mesh.
Civlian animation updated
Those damn civs can sprint now - heheheheheh
Added a DateTime to the GameOptions save. When GameInstance loads your GameOptions, if the DateTime is before 2020 (i.e. the date time was not initalized due to being an old save), the Season Setting will be set to Vanilla instead of Halloween.
Updated World Building Orders (Condemn/Cleanse) to get cleared if you lose control of the zone that owns those buildings
Updated Evac Chopper 'auto evac' to select an evac building and start dumping civvies out of that (instead of spawning civvies 'from the ether')
Added a warning to the really old civvie spawn stuff for Command Posts, if the Command Post tries to spawn a civvie while the Mercer System is active (this shouldn't happen, but is left in just in case horde mode or something else needs it)
Added some basic safeties to stop ammo/unit call-ins from working on ammo boxes (so you can't call in units on top of ammo boxes directly anymore) operator sliding fixed
Added weld logic for mesh and added started anim notifies to the base blend space
Crashfix improvements for Engineer weld C++ functions
Updated Engineer to use newest rig (since their meshes seem to be on that new skelly)
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"]
Some Evac helicopters can get stuck on tall buildings we are working on fixes to helicopter pathing for next patch within 24-48 hours
[/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
(Click Show details for a full breakdown of the changes) [expand type="details"]
Resolved an issue where loaded buildings that have an 'unfold animation' will continue taking up performance costs for roughly 30 seconds or more after the game load completes (math issue in disabling their animation cost after fold animation completion has been resolved) bFrom a user submited save file "Save12", this results in roughly .5ms being saved during each second of roughly the first minute of gameplay
Optimzations to Capture Trucks
Post Process tweaked to make the world look less "Dark"/ washed out
Cassnadra Yates starting operator added to replace the "default" one. We will be rolling out more variations over the next few weeks. Customization will still be a long term goal
Operator Movement and Camera Controls vastly improved
Operator Crouch system revised
Operator Melee revised to be more effective (Middle mouse button)
Adjusted pod trace logic to try to prevent pods from spawning 'on top of buildings' (with 'repeat check trace' that rejects the Pod Trace in the BP if it is outside the target zone)
Increased grace area for constructing the Chelsey/LT hives (since in one test a hive landed smack dab on a bridge in such a way that it blocked traffic successfully)
Minor safety fix to Juggernaut attack logics that would bug him out
Improved safety fix for buildings unfolding when loading saves, to make sure they don't 'stay folded' in some situations
Fixed a loading issue that made vehicles end up in the 'first group position' in the Unit Group Windows at the top left
Updated ZoneManager to also call its civilian destinations updated delegate if one of its registered
Rebuilt collisions for Parking Complex in Grid 6
Collision clean-up for crane in construction zone, readjustment of Zone 7 and 8 borders and Location Volumes.
Updated Mission Objectives widget to be slightly larger (due to new font size) to try to prevent some text-wrapping issues
Mission Objective widget adjusted its show/hide animations to be a bit more effective
Moved quicksave to F8 (from comma, which was also fighting with Select Next Mortar)
Moved quickload to F9
Added a 'JumpToMinimapPing' keybind (to Period key), instead of having it be combined with Slow Motion on the Spacebar. If pressed within a roughly 3.5 second timeframe of a minimap ping occurring, your camera will move to the ping
Fix to pain causing volume incorrectly killing units in horde map 01 in certain spots
Repairs to Golden Gate Bridge ramp collisions causing units to float sometimes
Made several improvements to Attack Move handling- Should no longer 'lock up' if you issue an attack move order to units already in an Attack Move order if said units are also in Run Mode
Similarly, ordering an Attack Move on currently-running units should now properly stop them (though it may take a moment for them to rotate to target if already in combat range: better response than before, however)
Improved some of the spawning logic for Unit Movers to try to stop situations where they spawn 'stuck'
Improved move order logic for non-Assault/Guard unit movers to hopefully stop Infected from getting 'confused' about where to go, resulting in them just clumping up and refusing to move
Fixed completed Turrets not properly displaying 'Are you sure you want to destroy this' text when you manually destroy them via command window
Updated Medic 'CurrentHealingTarget' Medics no longer use rotation animations while they have a valid CurrentHealingTarget (to prevent 'overly fidgeting' while trying to track someone to heal them)
Medics no longer uses a 'glowing yellow' animation to indicate status, but simply changes the icon to Yellow if a status is in effect (to save performance), too
Fixed the Ammo call-in disabling if you were at or above unit capacity
Fixed an issue with the Infection Zone widget show/hide button capturing 'keyboard focus' if you click it
Overhaul of Grid 8 on Presidio and landscape clean-up to increase buildable area on and around the mountain. Location volume revisions to follow.
Bounds fix for orange-tarp boxes that were flashing
The missiles from the Shawnee no longer will permanently gain spread and fire incorrectly
Fix for Road mesh quality when used with splines.
Animation mirroring is now working for when you shift the player camera from shoulder to shoulder
Fixed units not properly marking themselves as not being recently rendered if they're spawned or loaded as visible in-world, but not currently in front of the camera
Shadow Optimzations added so you can limit the amount of Dynamic shadows you can see at once. (Added to Video Options)
Updated the setting's name+description in the Advanced Video Options widget to more closely reflect what it does
Options menu hovertips 'fix pass'
Updated a lot of hovertips not functioning at all in the Pause Menu's options menu
Did a spelling/grammar pass on a lot of options/hovertips
Improved offsets to minimize situations where the hovertip would 'go off the left of the screen'
Matched the scaling of the hovertips on the Pause Menu and on the Main Menu (to 1.25, instead of having one at 1.0 and another at 1.5)
Fixed the Audio Options in the Pause Menu not properly having a background
Added new location volumes for Grid 8 improve CP truck deployment
Splash updated
Added operator only damage multipliers to make TPS more responsive
Fixed UI scaling for spread
Updated the Load Game slot buttons to use a switch to localized text, rather than trying to read the enum value directly, when displaying difficulty (should hopefully fix builds displaying the difficulty using the incorrect text - something which doesn't seem to occur in-engine)
Fixed AI_Vehicle not properly getting enemy vertical position when comparing turret rotation towards target
Updated vehicle AI to always update turret rotation to target instead of only when we're not already facing it
Updated Shawnee's 30mm's animation blueprint to no longer lock its yaw to forward-facing, and to have much greater Pitch freedom ([11, -180] pitch)
Shawnee should be able to fire its 30mm a lot more accurately now.
Shooting logic should be much the same for most units, but the Shawnee now will no longer be able to fire its Rocket Pods unless facing the target (its 30mm however is much more able to rotate and shoot as needed)
Move proxy adjustments to help smooth out movement from Treasure Island North to South
Added a navblock to a part near the docks in TI North G6 to fix a spot where units could get 'stuck'
Updated Player Formation Move Handler to not 're-issue' a move command to itself again periodically if the target location hasn't changed since the last check (and we weren't interrupted/blocked from reaching it), to prevent situations where the Move Handler might 'repeatedly backtrack' due to two similarly-long pathways that it cannot decide between (such as a particular ambulance in TI North G3)
All units have had their focus logic compleltly rewritten to resolve instances where they look in the wrong direction consistnetly.
Helicopters should no longer fly sideways or other nonsense
Improved Garrison/Degarrison logic and Construction logic to try to stop units from failing to see enemies when exiting a vehicle or exiting construction mode: seems to work pretty well
Base infected health lowered to 150
Critical damage stat added to all weapons. Based on weapon different weapons have different critical chances. We will implement UI to add this in the future in alignment with our want to add attachments
Fixed turrets not properly saving auto-reload setup
Fixed the co-pilot and backseat medic meshes in the Capture Truck (they were A-posing due to using updated anims but outdated meshes)
Fixed Juggernaut and Leviathan having references to the old Ragdoll functions
Slight update to hovertip for Restrictor to try to make it more clear that it's for the Leviathan
Updated ammo-refill for multi-weapon characters to try to 'reload' the non-primary weapon if the unit is not in combat, or the weapon was empty at the time of ammo refill
More updates to Formation handling to try to minimize backtracking. Needs more fixes for vehicle setups, but hopefully should be better for all-soldier move orders
Made changes to Helicopter 'building avoidance' logic. They should be a bit more reliable in how they navigate and get into posistion to rappel
Result: Helicopters able to more ably navigate tighter building lineups, such as the western side of Treasure Island north, or the cities of Presidio (test giving a fastrope order on the streetcorner near a tall building, for example!)
Helicopters will now turn towards current combat target if armed (not perfect yet, but fairly good)
Updated some reloading logic to allow the Shawnee to reload its rockets during combat when it would fail sometimes
Updated 'Fire into Air' to not be added to your abilities on the Command Menu if you do have soldiers selected (to stop Cerberus Mortar from being unable to mobilize)
Also improved 'mortar deselection' on mobilizing a Mortar Cerberus to properly remove the Mortar from the SelectedActors array, too, so the radio option will properly appear when mobilizing a Mortar Cerberus that's selected by itself
Updated several issues with Cerberus mortar animation setup to make it properly fold, unfold, and aim
Sockets adjusted for Grenade Launcher and Javelin so their VFX works with the new standards we have implemented.
Added a new collision channel to allow weapons to properly shoot through see-through block all including projectiles from spitters. Fences/Wooden fences things that make sense they could shoot through.
Weapon spread values revised for all weapons based on user feedback on making them not stormtroopers
Speculative fix towards Juggernaut Wallbuster AI crash (again)
Fixed skeleton mapping issues with the civilians male and female
Fixed missing fastrope animations on some classes (like civilians and medics) assigned
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
(Click Show details for a full breakdown of the changes) [expand type="details"]
Replaced engine exhaust effects with new Niagara effects.
Barracks price increased from 250 - 550
Added crashfix for https://discord.com/channels/469412014427602944/1034733561619681371/1034733561619681371
ScoutDrones are ignored by Chelsey now
Updated HintTextPopup, Objectives Popup, and the ROE Popup to be larger
Scaled up the Tutorial Widget
Adjustments to the Zone marker UI wise to display a consistent marker so players dont have to look for it
Updated the Capture Truck Call-in cooldown to 3 minutes
Updated starting population size to 10 (and updated difficulty adjuster to make 10 the minimum), so the player cannot soft-lock the game by having too many units to even call in the capture truck
Made some repairs to collision meshes for the water tower and de young museum.
Fixed Radio Speakers not playing sounds at a distance/stopping randomly
Improvements for Units that are targeting units near the barrel of their weapon
Optimzations to the Unit Mover system to improve overall performance in combat encounters.
Additionally, ASSAULT unit movers will not send their devirtualized units who aren't in combat towards buildings in their ASSAULT target if the unit mover itself isn't close yet
Fixed the 'ZONE IS FULLY CORRUPT, CANNOT DEPLOY' popup being majorly offset
Fixed the Infection Zone Widget popup (at bottom of screen) not properly reporting infection corruption (and zone value degradation) if the corruption value hasn't changed since the widget started being displayed
Early version of a Chelsey 'bridge safety response' to prevent her from falling into the water if she's on a bridge when you blow it up
Fixed Winter 'falling out of world' not properly issuing a "Winter Died" game over
Updated Unit Mover logic to try to 'slow down' the mover if it is starting to get far away from devirtualized units and it's moving away from their average position (at least 2000 units away, and the Mover's direction of travel is in a direction at least 90 degrees away from its angle toward the average position of its devirtualized units)
Various VRAM/RAM usage optimization's
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
We plan to conclude testing for the expemential branch next week on Monday and push all the recent changes to the normal branch then.
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Wall health T2 increased from 1600 - 2300
T3 increased from 2300 - 3000
Lighting changes to look less washed out
Aimoffset optimizations
Fixed visual bug that was causing the PawnPlayerCamera to override the level post process and cause characters to look bad
Sparrow speed and acc - increased
Charon speed and acc - increased
Shawnee speed and acc - increased
Merlin speed and acc - decreased
Added seasonal options so some users can turn off the Halloween effects
Optimizations to Animation System
Updated Engineer construction order handling to better handle Engineers 'breaking off' of an order (instead of 'sticking them' to the order and re-ordering them back even if you moved them away)
Updated HESCO barriers, sandbags, barbed wire, and other decorations, to not 'clear' their construction points on overlap w/ another structure
Fixed an issue with loading a game with units that were in construction orders
Various Crash fixes added
Speculative fix to crash report https://discord.com/channels/469412014427602944/1034559642291941547/1034559642291941547
Added physics asset to the Medic so that he'll fall over on death
Added 'ShadowUpdateInterval' logic to the NightDay BP to offset the major FPS cost that occurs when updating the 'ShadowAmount' of either the Sunlight or the Moonlight every frame (during periods ingame of roughly 6:00 to 7:00 and 17:30 to 18:30)
Quick fix to Command Widget to fix Fire into Air disappearing if you use another ability w/ only one unit selected
Minor optimizations to gas Tower VFX
Fixes to Horde map 01 spawning issues
Fixes to Horde map 02 Navigation issues for AI
Fixed Game thread flush error that was causing spikes on some hardwware
Medic Cross Texture adjusted
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