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Cepheus Protocol's First Month in Early Access Overview (0.7.33)

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It has been a month since the Early Access release of Cepheus Protocol. For that month, the developers at Halcyon Winds have worked tirelessly to fulfill our commitment to our community. We’ve made frequent updates, bug fixes, and changes to the game. Much of what we’ve done has come directly from feedback from our fans.



Our development team and our community have helped fixed over 750 bug fixes and general improvements that have greatly improved the loading times, performance issues some were having, and the file size of the game. All the while, we’ve continued to work on our Year One Roadmap, which our community responded to enthusiastically. We’ve already added a new class to the game, the Engineer. He will be taking over the building mechanic of the game as he can call in your base facilities, construct and repair walls, and set down the newly designed turrets. And speaking of base building, our fans asked for the freedom to build anywhere on the map, which can now be done.



Other requests from our community were a new tutorial, difficulty mode, ultra-widescreen support, and tweaks to the gameplay. All, we’ve happily included in the current build of the game. This is part of our commitment to listen to community feedback, both positive and negative, and make changes to the game where it is needed most.



Over the next couple of months, we’ll continue to work on our roadmap as we plan to include the new Faction System and Horde Map very soon. Daily we check our forums and try to identify bugs and glitches and fix it before pushing out a new patch.

There is still a lot that needs to get done. This is just a taste of what’s been done in a month. Now, wait and see what we do next!


[h2]June 18 Patch Notes (0.7.33)[/h2]

-Spawning safeties added across the island
-Further refinement to permanent collision objects that will stop units from phasing through buildings.
-Swapped out icons over unit's heads to match their team alignment
-Added hovertips for the team tab buttons
-Updated the Select All button to be disabled if the current team tab has no soldiers
-Updated the currently 'DisplayedAwayTeam' to save+load
-Added 'Swap Team' keybinds (SHIFT + 1-4), with dynamic hovertip indicator displaying the keybinds
-Added a 'Select Next Mortar' hotkey (currently set to COMMA - figured we'd later use M for toggling minimap)
-The hotkey will toggle through your currently active mortars. If you have none selected, it will select the first: if you have the last selected, it will select the first again.
-Updated the hovertip for the Mortar purchase to make the player aware of this hotkey.
-Added red text to the Mortar Hovertip to inform that it can damage allies
-Added a sizebox to the red text on the Hovertip to try to prevent the red text from 'skimming over' the bounds of the hovertip widget on the Mortar's case (where both price and 'CAN DAMAGE ALLIES' are shown)
-Added a whited out version of the Mortar minimap icon, and implemented it for when a Mortar is currently selected
-Boosted health of infection-converted units from 200 to 250 (after conversion completion)
(while converting they already have 2000 health)
-Improved gas range indicator for towers:
-No longer uses Tick (should be more performant)
-Uses green sprite now instead of orange circle sprite
-Committed missing minimap icon for Mortars
-Further zheight spawn fixes (Stop Infected from spawning on Buildings)
-Adjusted a spawn pod in Grid 6 Hotels to not 'get infected stuck' so easily
-Fixed the Frag Mine having an odd collision issue
-Fixed spotlight previews on the 'construction actor' failing to clear
-Re-used the base volume to ensure that gates properly respect generators again
-Added the Generator's effect radius preview to the Engineer's Generator build preview
-Updated how the Refill Ammobox button updates, in order to fix the situation where it *should* update on a unit entering its radius, but it was not added yet to the command list, causing it to not update properly
-Improved the Car Alarm button to no longer use default UE4 gray
-Also added hovertip to the Car Alarm button
-Fixed it from being focusable
-Fixed the button showing up when the cooldown on the car alarm is active
-Fixed the button not showing up if someone was overlapping the car when the cooldown finished
-Fixed the car alarm's volume being *really low* in terms of AI hearing: infected should now hear it from a decent distance
-Fixed a small gap under the 'OBJECTIVE' button on the bottom right of the HUD
-Removed the toggle hide UI command for now (so folks won't freak out if they accidentally press it)
Safety check added for crash
-Disabled 'formation movement run-to-catch-up' logic
-Updated the Spitter projectile to not stop flying if it overlaps something other than a valid target
-Also added a lifespan var to the projectile, since now it can go through the world
-Also added a check to stop the projectile from counting its owner as a valid overlap
-Units would not stop if they were already in combat when issued attack move: fixed
-Units could 'lose' their attack move run command after encountering a target: fixed
-Units wouldn't obey attack move if it was issued as a formation move: fixed
-Units wouldn't 'exit attack move' mode when issued a construction command: fixed



RESULT: You can now press Comma to quickly toggle between mortars.

Patch Notes:

-New Day and Night system(Simulated Moon , stars & Sun)