1. Cepheus Protocol
  2. News
  3. Patch Notes - 0.7.50 Patrol System tweaks and more!

Patch Notes - 0.7.50 Patrol System tweaks and more!

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

If you missed out AmA you can watch it here!

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


[h2] Patch Notes - 0.7.50 [/h2]

  • Cleaned up the tutorial to respect the new command post
  • Updated the command truck to, when clicked on, not show medical/ammo truck purchases if those trucks don't exist for that post
  • Added logic to 'clear' the truck purchase cooldown on the Medical/Ammo truck purchases for the tutorial's sake for Grid 10 (if the cooldowns are there when the objective pops up)
  • Fixed a minor issue where the 'HUDAbility' for buttons was not getting cleared when those buttons were set to something other than a unit ability
  • Cleaned up the tutorial screen text a bit to better reflect the current state of the game (i.e. no longer saying you can just build in the naval base if you haven't captured it, as well as a few other minor changes)
  • Speed up turn animation speeds from 1 to 1.25 speed
  • phasing ambulance issue should be resolved
  • New roadmap added to the starting slides
  • Collision Fixes for AI spawning in improper locations across the map
  • Ambient update fixes for when Ocean water plays
  • Fixed an issue with the PatrolPath being prematurely deleted, causing patrolling units to 'stop patrolling' after a little bit
  • Horde map update towards level of detail
  • Added basic PatrolPath saving/loading:Units will remember their patrol path and resume it (not with perhaps 100% accuracy at the point they were at in the path, so they may get a little turned around, but they'll continue walking it as it was made to be walked)
  • Currently each unit will save and re-create his own patrol path, instead of the paths being shared if one patrol path order was given to a group. May need to update that later.
  • Added some more safeties to node/horde spawning to try to prevent a bug where infected may spawn in after a node gets taken out
  • Adjusted an umbrella on the beach in Grid 7 that was blocking units from moving
  • Adjusted selection-box logic to no longer 'SetSelected' on prospective highlighted targets, but rather just change the selection visuals (i.e. the selection circle, but without changing any UI)
  • Also updated the logic to properly call 'SetSelected' when transferring units from the PlayerHUD's selection box to the actual player controller SelectedActors array
  • Also added logic to 'turn off' the simple selection visuals on a unit when clearing the 'FoundActors' array of the selection box
  • Updated the 'not recently rendered' cull for selection box selecting to respect global time dilation (it was breaking at high speeds) Result: Some selection issues are fixed. The ghost selection is a difficult one to reproduce, but hopefully parts of the issue (if not its entirety) are now resolved.
  • Added med+ammo trucks to the Naval Base
  • Fixed the spotlight's 'vision actor' being saved separate from the spotlight itself (causing its vision to 'multiply')
  • Smoothed out some vision activation/deactivation logic for the spotlight vision Spotlights should no longer provide vision when unpowered
  • Fixed units getting 'stuck' to chasing a garrison actor to board it, ignoring any move commands to the contrary until they board
  • Added an 'overlap eject' trace when repairing a wall from rubble state to full (units overlapping it when it finishes repairing will get 'scooted around')
  • Adjusted trace size for gun placement to be larger
  • Changed up engineer 'lerping' to be done by adding offset to location rather than directly setting location (to avoid 'phasing through' things when welding)Result: Should reduce (maybe eliminate?) most cases where you get 'stuck' in something after building something else


Until next time, good luck in Treasure Island!