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Patch Notes - May 13

[h2]May 13, 2020 Patch Notes[/h2]
-Changed the approach for playing Slomo SFX.
-Making LOD's more aggressive, adding missing LODs (lots of optimizations!).
-Minor adjustments to prop placement.
-Re-Enabled tree fade effect for high settings only.
-Reduced minimum tessellation on water material.
-Boat LOD adjustments.
-Camera head update.
-Fixed up Chelsey's pose and fixed bug where the camera would snap to Winter in the main menu.
-Reduced Chelsey's break time, fortify time, and boosted her move speed.
-Reduced horde startup time and restart time.
-Removed pitch log.
-Made the horde timer appear for first horde.
-Hooked up the new minimap.
-Hooked up new playercam POI (and updated the legend widget with it too).
-Removed Winter from the minimap priority layer.
-Shrank turret minimap POI.
-Adjustments to how "Add Resource" is handled.
-Grid 2 spline replacement progress.
-Fixed sound in Spitter attack to be a cue rather than a direct sound reference.
-Fixed issue with movement commands to individual unit who are moving in formation not breaking their formation command.
-Updated special spawn logic pod call for help logic to set their movement command number on being spawned, to reduce chance of move failure when responding to pod call for help.
-Made spawn pods run 'call for help logic' when updating their 'respawn target location', so any units that do end up in 'roam' will respond too.
-Added global time dilation respect to camera rotation and lerping.
-Added blacklist logic to infection zones: goes up by one every time Chelsey tries to capture it.
1)If it's not a priority zone, Chelsey will not attempt to capture a zone that has 3 blacklist strikes.
2)Blacklist strikes get reset when the zone changes ownership.
3)Updated Chelsey's DPS flee logic to force her to reset her command post target, so she won't try to move to the same command post again without adding a blacklist strike to it.
-Re-added color randomization to vehicles and adjusted materials.
-Minor adjustments to mesh placement.
-Adjusted Control Point truck placement around grids 1, 2, and 4.
-Fixed up null material IDs in grid 7 and the stadium.
-Updated Spawn Nodes to spawn a second pod after their first pod hits max health (only once per node activation).
1)The first spawn pod in the array will be activated by this functionality.
2)Removed the spawning of the Command Post pods, and moved them to the first spot in the array for each spawn node.
3)Result: Spawn Nodes will spawn a second pod when the first hits max health. This 'second pod' will be on the command post center, giving it 'functionality' over the previous command post pods (which were just punching bags).
-Imported new playercamera POI.
-Inverted the new spawn pod logic to spawn the pod on the Control Point first, then when it hits full health it spreads elsewhere in the zone.
-VO SFX recode.
-Mild attenuation added.
-Car alarm temp sfx added.
-Audio limits to VO.
-Move concurrency added.
-Adjustments for dialogue system.