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Patch Notes - June 22 (0.7.34) Turret Auto loaders and bug fixes

[h2]June 22 Patch Notes (0.7.34)[/h2]

Patch Notes:

-Gas Tower materials updated to properly phase in
-Collision adjustments to improve accuracy across the levels
-Adjusted the Gas Tower so they are easier to see
-Adjusted Attack points on Gas towers so CERC units will see them easily
-Safety for Gas Tower crash
-Attack Move now will respect when your unit completely runs out of ammo, and make them 'exit' attack move
-Units that have no ammo will also not stop to shoot even if given an attack move order
-Additionally, the unit that deals the killing blow to the last target while attack moving will be able to re-enter run speed afterwards
-Fixed the sandbag builder allowing placement of an object if a unit 'walks into it' while it's in the 'rotation confirmation' phase
Some tuning, and working with eye light attachment teats
-Minor fix to audio sliders not visualizing properly if you had yet to change audio settings before on your game
-Added a new timeline to the NightDay for editing the Sky Light's light intensity value
-Boosted light at the 'dark transition hours' at night (~5:00 PM-7:00 PM were unusually dark, and now they're not)
-'Merged' the MasterLight map's post process into the Master's own Post Process volume (so we don't have two running at once)
Radio SE and a bit of a camera shift. Saving work cause its raining hard
-Moved the CP Click Truck at Grid 8 to be easier to click
-Infected Male and Female meshes edited to have better performance
-Removed the Perimeter Detection unlock, and instead made the TUGS buildable as soon as CERC is constructed
-Made the Spotlight buildable as soon as CERC is constructed (instead of relying on Phase 2 unlock)
-Updated hovertips and Diagnose Disabled for above two buttons to match
-Adjusted button positions for the Build Menu so all phase-1 unlocks are listed in a row (and unlocks come after)
-Adjusted the TUGS 'scan' logic to utilize the old SonarPing effect
-Updated the SonarPing effect to not show the mesh, just the effect (to prevent some weird shenanigans)
-Used the TUGS scan to also show the minimap and 'over-head' icons on infected that are pinged by it
-Increased the TUGS radius
-Added a visualization to active TUGS for their radius, as well as when constructing them. Visualization for the TUGS will not be shown when the TUGS isn't selected.
-Furthermore, made the 'ping' effect not occur if the target is currently seen by thermal vision (so the different post-process effects won't overlap)
-Also attempted to create a custom 'pulsing' material for the TUGS's visualization, so you can 'feel' when it will pulse, but didn't figure it out
-SK_F_Assault.uasset mesh size reduction
-Hooked up auto-reload meshes for the Field Turrets (extra ammoboxes that appear behind the turrets when they have Auto Reload unlocked)
-Adding sentry gun ammo boxes for upgrade.
-Hooked up a 'turret limit' per generator (currently set to 3)
-Includes mouse widget popup if you click while trying to place a turret near a generator, telling you that that particular generator cannot support more turrets
-Made field turrets power-reliant (they auto-clear their seenlist as soon as they lose power, as well, so they can't continue shooting for a little while longer if power gets cut)
-Tried new 'power reliant' widget for displaying turrets not being powered via dynamically creating+destroying widget subcomponent (to try to not have any hidden widgets while the turret is powered, unlike old systems which just hide the widget). May be more performant.
-Also made turrets require the CERC to be constructed before you can build them, like other buildings.
-Hooked up saving+loading for new turret auto-reload
-Added landmine construction points
-Added weapon icons for DP12+Saiga (resized to match power-of-two, too)
-Changed the display-name for DP12 and Saiga to be 'DP-12' and 'Saiga-12'
-Adjustments to Dock navigation and building visibility




Note: Windows 7 support is still broken while we wait for remedy from Epic Games. For now use the few days old branch named Windows 7 on the beta tab to hop in and play!


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 late July 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!