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  3. Patch Notes - 0.7.59 Further Fixes and Novel is now live on Steam Store

Patch Notes - 0.7.59 Further Fixes and Novel is now live on Steam Store

[h2]The votes are in and our community helped choose the final Novel cover check it out below![/h2]

Cepheus Protocol Novelization is now available on Steam Store!
https://store.steampowered.com/app/1387390/Cepheus_Protocol_Novelization

Cepheus Protocol Novelization is also available on our website! Buy it here!

Keep in mind this book takes place before, during and a bit after Pandemic mode and follows dozens of characters around the events of CP. It will hint to our year 2 content(So spoilers if you analyze it close enough). Its not for the faint of heart (Very violent deaths and all that). You can pick it up for $3.99 now!

It will also be available on the Steam Store as an DLC on October 1st if you prefer to get it there! Just keep in mind on our website we make 99% of the sale the rest goes to PayPal

Feel free to use the #💬lore-questions on our Discord to discuss the ramifications of what the book brings to the universe and how it will affect the game as we start to work in story elements presented in the novel

[h3]CERC Operator edition[/h3]
We also offer a new CERC Operator edition for those havent bought the game and novel yet with a launch discount of 5% when purchased together

https://store.steampowered.com/bundle/15959/CERC_Operator_Edition/

Cepheus Protocol Dev Update #3 and 4 Month in Early Access Overview


Sorry for the delay a lot of scheduling conflicts with our normal voice over actress. So we had one of our developers take over! Check out the latest Dev update video and some new teasers are hidden inside it for the Worm/Leviathan and his little guys
https://www.youtube.com/watch?v=x9dINrXfhR8

[h2]Stage 2 Chelsey WIP[/h2]


Animation Revamp


Ever since we heard some feedback regarding the stiffness of our units/animations we have been hard at work finding a solution. We are now working on implementing a better RIG and Animation Blueprint to give us even more control including starting to utilize a Mocap suit to really make these animations shine as we work towards 1.0. Here's a quick preview of what we have in store for you folks in the coming weeks via a total animation revamp.

https://www.youtube.com/watch?v=uqpNGvAZJ8k&feature=youtu.be


[h2]Patch Notes - 0.7.59 [/h2]
  • Sandbags damage sfx added
  • Cleaned up some rope bugs for the Sparrow rappelling
  • Added dynamic scaling to rope deploy, so if the helicopter's a little higher or lower than normal at deploy time it won't cause any major visual weirdness
  • Delayed rope 're-coil' by a bit more seconds to stop it from coiling up too soon
  • Added Juniardi's fast rope sprite as a ground indicator for deploying troops
  • Added simple 'move around after lerp' logic for units to use after montage
  • Sped up the 'land montage' playing for the helicopter
  • Sped up the lerp speed for the unit lerp by 40% for rappelling
  • Tuned down some 'movement freezing' logic: it's more reliable and the helicopter can start moving sooner even during the 're-coil' anim
  • Supply truck wheels setup corrected
  • Committed a bounds tweak to the Mesh of the vehicle classes to stop the LOD issue (per Dimitry's research)
  • Fixed the depth stencil settings on the garrison ropes
  • Fixed units A-posing after loading a save, if they were in an armed garrison seat
  • Turrets damage sfx
  • Added visible garrison seats to the Supply Truck
  • Updated the 'visible-but-unarmed' garrison seat logic to support multiple animation sequences, so a sequence could be randomly selected from a group, to add some variety to such seats
  • Improved array logic for garrison UI to 'add a second row' to the widget when going beyond 8
  • Updated the Supply Truck to 16 seats (from 8)
  • Updated Supply Truck's description metadata
  • Set transport truck middle wheels to copy rear wheels.
  • Removed 'group deselect' from pressing a group button
  • Removed the helicopter/vehicle lockout bools since they're live (and related functionality)
  • Also removed the fast travel logic from the master, since that's replaced with the vehicle system
  • Added 'random idle start offset' for garrison seats
  • Added 'outside of world bounds' override to kill+clear units that 'fall out'
  • Added logic to improve Helicopter 'dismount on destruction'
  • Units will hop out at where the mesh is when the helicopter explodes
    If there's no navigable terrain nearby, they
  • will die* Otherwise, they'll just take damage
  • Added a fix to the 'degarrison sprite' remaining on the ground if you cancel a rappel command
  • Added a fix to units 'getting tilted' in some circumstances after/when doing a rappel
  • Added a fix for the 'rappel loop' continuing if a helicopter dies while units are fast roping (existing guys will finish their fast rope anim, but nobody will start doing it too while the helicopter's still blowing up)
  • Building textures, collisions, nav mod (named HEIGHT MOD, and UNDERGROUND MOD), minor landscape tweaks
  • Ammo box sfx added for landing and dropping
  • Imported Juniardi's Supply Truck UI assets and applied them
  • Quick minor crash fix (For if a garrison idle array entry is created but left null)
  • Added logic so GroupingMode and AddSelectionMode
  • both* will just add units to selection - so holding CTRL or SHIFT will allow you to add units to your selection.
  • Same for clicking on team panels
  • Also, units will no longer be deselected on a 'missed click' if you're holding either CTRL or SHIFT
    grenade throw sfx
  • Added a fix for vehicles parachuting in: if another vehicle is 'in their spot' and hasn't had time to move out of the way, the newly-landed vehicle will 'warp' nearby rather than getting stuck
  • Made blocked out buttons have an even darker color scheme and a darkened cost text, with a new 'Requires Previous Unlock' popup if you click on a blocked button
  • Also made the 'lines' between buttons in a column brighten up if the button above the line is unlocked
  • Lowered Supply Truck price to $2000 (from $8000)
  • Added a fix for units ending up 'in the ground' when exiting a vehicle that's on the ground
  • Speculative fix for horde map not counting down properly


[h2]Cepheus Protocol AMA/Showcase[/h2]

Work on our other maps have started officially in the last week and we hope to have more to share in the coming weeks! Keep in mind a LOT of our week this week into the Little bird and doctrine updates so make sure to check out our dev-update channel on discord to see the daily updates we do!

If you missed our AmA you can watch it here!

https://www.youtube.com/watch?v=ZznhKn8hPU4

Until next time, good luck in Treasure Island!