Patch Notes - 0.7.63 Engine Toggle(Vehicles) and Critical Bug Fixes
Anarchist Faction leader Natalie (Next Month) Preview


[h2]Patch Notes - 0.7.63 Engine Toggle and Critical Bug Fixes [/h2]
- Added a safety to DNA to make it delete itself if it's way outside of the level (was causing weird collision issues causing infected to basically be undamageable)
- Added some fixes to infected construct spawning to stop it from continuing spawn loop if destroyed after the main pod dies
- Added engine toggling for vehicles:
- When off, the vehicle will stop consuming gasoline. However, it will also take a few moments to turn the engine on.
- When engine is toggled off, a vehicle will stop moving, too, if it's already moving.
- When a move command is received and a unit has its engine off, it will turn its engine on, then follow the command.
- Added anim BP update to the Sparrow to make it 'wind down' when its engine is off, and 'wind back up' when it's on
- Fixed up the engine to be 'toggled to off' on running out of gas
- And when it gets toggled off in this manner, to properly update the button if the unit is selected
- C++ fix to loading engine stuff really quickly
- Cleanup to make loading games faster
- Added some 'collision safety' calls on ending lerp and on beginplay, for infected, as a potential stopgap for collision issues that have been occurring (didn't resolve old save issue, though)
- Added safety to OnMoveCompleted if the unit is dead, or missing their capsule component
- Hooked up saving delegate logic for the PC when saving:
- The Pause Menu will now 'gray out' Exit buttons and the Save button if the PC is saving on opening the menu, and restore them when the save is done.
- The Pause Menu's "Do you want to save before exiting?" popup will now enter into a 'Saving...' overlay state when pressing 'yes' to save the game before exiting, and will not actually transition to the Desktop or Main Menu until the PC reports the save as completed.
- Sandbag and Barbed wire setup sfx added
- Fixed a root component issue w/ the 'no build zone' for ammo
[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
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
Until next time, good luck in Treasure Island!