Patch Notes – For Public and CERC-HQ-Public
[p]Cepheus Protocol HQ - August 9th #61
[/p][h2][dynamiclink][/dynamiclink]📜 Patch Notes[/h2][h3] Patch Notes 1.3.4.7 Legacy[/h3][p][/p][h3]Updated Attack Points and Construction Point Generation System[/h3][p]In Legacy, construction and attack points were generated in a very rigid way. Each structure only had about 9 points, which meant that if those points were blocked by another structure/object, engineers would fail their move orders. This heavily punished players who built dense, highly populated bases, often leaving them with no way to repair or expand.[/p][p]With the rebuild, we experimented with offline dynamically generated points, arranged in patterns like diamonds and boxes around said structures. This created far more redundancy and packing, giving structures 30–40 usable build points.[/p][p]For this update, we’ve taken the best lessons from the rebuild and downconverted the system into a refined compromise. The result is:[/p]
[/p][h3]💡How You Can Help[/h3]
[/p][h3]Join the Discussion![/h3][p]Head over to our Discord Server or Steam Discussions to connect with other players and the development team. Together, we’re building something truly special. Thank you for being part of this journey with us!
Here's the last playthrough we did with our community — check it out here:
[dynamiclink][/dynamiclink][/p]
[/p][h2][dynamiclink][/dynamiclink]📜 Patch Notes[/h2][h3] Patch Notes 1.3.4.7 Legacy[/h3][p][/p][h3]Updated Attack Points and Construction Point Generation System[/h3][p]In Legacy, construction and attack points were generated in a very rigid way. Each structure only had about 9 points, which meant that if those points were blocked by another structure/object, engineers would fail their move orders. This heavily punished players who built dense, highly populated bases, often leaving them with no way to repair or expand.[/p][p]With the rebuild, we experimented with offline dynamically generated points, arranged in patterns like diamonds and boxes around said structures. This created far more redundancy and packing, giving structures 30–40 usable build points.[/p][p]For this update, we’ve taken the best lessons from the rebuild and downconverted the system into a refined compromise. The result is:[/p]
- [p]Easier base construction and repairs: Engineers should now consistently find accessible points unless the player completely blocks every possible route.[/p]
- [p]Improved turret, sandbag, wall, and structure placement: Building in tight clusters is much more forgiving.[/p]
- [p]Better infected attack behavior: Enemies can now identify and target structures more reliably, creating more consistent combat pressure.[/p]
- [p]Mary Poppins issue should now be "resolved" where normal RTS units and Operators could fly away if they somehow entered a "falling" state only after parachuting and landing.[/p]
- [p]Extra Validation added to Jumping actions for the Operator to resolve some discord reported bugs where you could "Fly" away.[/p]
- [p]Projectile impulse settings adjusted to speculatively fix an issue where a NPC could be hit so hard they fly away. This could affect a majority of CERC Vehicle/Turrets when they impacted/caused explosions in the an AOE.[/p]
- [p]Income Gained Sound Added to Gameplay Tab[/p]
- [p]RTS Camera Speed Added[/p]
- [p]RTS Camera Zoom Speed Added[/p]
- [p]Operator Semi Auto accessibility readded[/p]
- [p]Operator Toggle Crouch[/p]
- [p]Boasted Horde Rush dialogue volume from .75 to 2 for when a zone collapses and falls[/p]
- [p]Operator Invert X,Y added[/p]
- [p]Operator Toggle Sprint Added[/p]
- [p]Show Player drones added[/p]
- [p]Resolution now locks when you choose Windowed Fullscreen like expected[/p]
- [p]Auto Configure Graphics "visual design" tweaked to make it more obvious its a button[/p]
- [p]3D Resolution is no longer auto tweaked via Auto Configure which caused the blurriness issues users would report in legacy. It also defaults to 1.0 like it should stock. Only lower this if you want to reduce the strain on your CPU/GPU and are ok with some blurriness. [/p][p][/p][h2]What Remains to conclude Phase 1:[/h2]
- [p] Controls + Key binding (Very close as of this patch it was disabled so we could ship this patch but expect this to come in tonight)[/p]
- [p] Main Menu + Game Selection system (Targeted for Thursday night)[/p]
- [p] Max Corpses need some improvements in online environments (Targeted for Thursday night)[/p]
- [p] Gameplay option to hide other drones in the world[/p]
- [p] Inverting the mouse when playing as the Operator[/p]
- [p] Mouse sensitivity when playing as the Operator
[/p]
- [p]Experimental SP/Co-op Horde Mode — Now live via the cerc-hq-public branch (up to 16 players in hybrid RTS/TPS). [/p]
- [p] Main Menu/Options Screens to conclude Phase 1. [/p]
- [p] Tracking down Desyncs, bugs & crashes!
[/p]
- [p] Finalize and polish Phase 1 We are currently a few days out from this[/p]
- [p] Launch Phase 2: Pandemic + Custom Game Options [/p]
- [p] Prepare Phase 3: Vehicles + Doctrines
[/p]
[/p][h3]💡How You Can Help[/h3]
- [p] Play the CERC-HQ-Public build under the beta opt-in tab [/p]
- [p] Report bugs, give feedback[/p]
- [p] Join our Discord to engage with the team and community
[/p]
[/p][h3]Join the Discussion![/h3][p]Head over to our Discord Server or Steam Discussions to connect with other players and the development team. Together, we’re building something truly special. Thank you for being part of this journey with us!
Here's the last playthrough we did with our community — check it out here:
[dynamiclink][/dynamiclink][/p]