Patch Notes - 0.7.55 Vehicle System Updates, New Motor Pool & Book Release
[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

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 analyse 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
Cepheus Protocol Novelization is now available on our website! Buy it here!
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[h2] Patch Notes - 0.7.55 [/h2]
In this patch we shipped a lot of behind the scenes meshes for doctrines, factions and mostly the Sparrow. So in the effort to avoid confusion those changes were omitted. We are also working on Next Gen level of models for Chelsey,Winters and main leads. Quick example Thursday night i'll do a Indiedb post to do a full art dump of all the stuff we've been working on!

Until next time, good luck in Treasure Island!
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

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

[h2] Patch Notes - 0.7.55 [/h2]
In this patch we shipped a lot of behind the scenes meshes for doctrines, factions and mostly the Sparrow. So in the effort to avoid confusion those changes were omitted. We are also working on Next Gen level of models for Chelsey,Winters and main leads. Quick example Thursday night i'll do a Indiedb post to do a full art dump of all the stuff we've been working on!

- New Service Depot to replace the Motor Pool.
- Added fast-rope attachment to Sparrow and reoriented to face X+ in preparation of the Sparrow Update this weekend-
- Improved CanFire logic to improve Firing logic (Community Reported bug where units stop shooting randomly after running recently -
- Added safeties via new bool 'bNotMoving':
=When bNotMoving, run commands will not set the bIsRunning bool to true on a unit.
=Made sure this interacts with AttackMove properly
Result: Units that are ordered into 'run mode' while standing still will no longer get 'stuck' unable to shoot.
Note that issuing another attack move order close to units that are already in combat due to an attack move may cause them to get confused for a moment. I've yet to track down this issue, but it's far less severe than the one just fixed. We are still working on a fix for this instance - Cleaned up some patrol/waypoint movement interaction w/ the new 'bNotMoving' bool, so patrol logic and running function as they did before
- Added logic to 'skip' the reload animation when units are in 'visible but gun-less' garrison seats (instead taking 1 second to 'reload invisibly'), IF units are ordered to reload while in such garrison seat(s)
- Added basic gasoline system Hooked up logic for vehicles to use gas, and be unable to move when gas runs out
- Added saving/loading to the gasoline system (In the next week or so Vehicles will no longer take damage from standard infected and only take damage from special infected by Blowup guys,Spitters and other special infected. Note: If your unit is exposed melee damage will carry through depending on where the hit occurred. So it will be possible for the entire crew of a scout car to be killed. WE will also be introducing drivers which will gain veterancy as you use them instead of the stock drivers that are lifeless we have now.
- Gas is refilled passively when a vehicle is around the motor pool
Until next time, good luck in Treasure Island!