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  3. Patch Notes - June 3 (version 0.7.26.1)

Patch Notes - June 3 (version 0.7.26.1)

[h2]June 3 Patch Notes (version 0.7.26.1)[/h2]

-Spotlights now have a light that turns on dynamically at night.
-Fixed the infected "hatchlings" running at player still in pods.
-Adjust spawn point at CERC building for Engineers to be near the front metal door.
-Hooked up new outlined class icons for better visibility including a new outlined infected icons.
-Improved the loading system to fix Chelsey not becoming Shredder vulnerable when the game loads if shredder rounds were unlocked - no more invincible Chelsey!
-Day-Night lighting system progress (not yet in build but making great progress).
-Added a fix for mouse cursor failing to hide when freelooking.
-Hooked up Engineer portraits (and new engineer call in button).
-Hooked up the Engineer recruit button.
-Fixed unit name text in the recruitment popup getting 'cut off' at the bottom.
-Reduced DNA widget update rate (to 2, from .1), made it respect global time dilation, and made it to no longer update scale (instead, made it default to .5 size). This will greatly help with player builds having FPS drops when there are numerous DNA samples on the floor.
-Hooked up new TUGS buttons.
-Hooked up new TUGS models (and animation).
-Made no build zones get spawned in by the field construction preview.
-Moved the soldier spawn further out from the barracks+CERC buildings to avoid bug where they were getting stuck. Soldier spawning should be safer and more reliable now.
-Cut out old BuildingPlot requirement for no build zones (so no build zones can spawn again on buildings).
-Fixed the field construction logic not showing no build zones.
-Increased no build zone size for CERC.
-Boosted the 'construction radius' for field+building construction by 10%.
-Boosted the 'no build overlap radius' for building construction by 10%.
-Removed 'update pause' on sandbag/wallbuilder traces to prevent units from being able to 'walk into' the building before it's set down.
-Moved InfectionZone actors to groundheight for the zones they're in, to make them more accurate to compare against when checking build heights.
-Added logic to make the sandbag builder and wallbuilder grab the zheight from their overlapping zone, and prevent their own construction if their zheight is outside their current zone's zheight range.
-Tweaked the zheight of the Grid10 zone due to the uphill road on the right side of the right island.
-These construction changes should be a bit safer, and construction 'on top of' or 'below' regular areas is now prevented.
- Fixed Infected spawning at 'weird heights' - seems to have been heavily reduced.

ICYMI:

-In the next day or so, we will be getting rid of the Defense teams. We heard you and we know you wanted to have more soldiers and more control! We will be separating your teams into 4 squads: Alpha, Beta, Gamma, Delta. All of these teams will be considered "Away" teams in that they can go anywhere on the map even if you don't own the areas.
-Engineer Unit: The Engineer is now added in and will now allow you to build Barracks, Walls, CERC building, etc. anywhere on the map as long as you own the zone! Before, you were only able to do this at your base but we know this was a feature many of you had asked for!
1)Since the Engineer unit is brand new, you might run into more bugs than usual. Please ensure you're reporting these on our Discord here: https://discord.gg/cepheus-protocol


Important message about your saves: In preparation of the Factions system, you'll start seeing the (currently) untextured area of the map slowly get updated. We will have to wipe save files around June 12-19 in order to implement the new system (which will add a new dynamic angle to the game). We'll have confirmation closer to the date so you have enough time to finish your current games.

Until next time, good luck in Treasure Island!