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  3. Patch Notes - 0.7.79 Operation Hammer [ Public Beta Only ]

Patch Notes - 0.7.79 Operation Hammer [ Public Beta Only ]

Operation Hammer Down continues... and we need your Help!


With the CERC starting to engage more deadly monsters from Chelseys ranks. CERC has been officially authorized by General Spiers to use more deadly weapons and tools to combat this new threat. :ChelseyLaugh:

Operation Hammer Down will officially launch when our public beta period ends in 1-2 weeks.
It will feature the following systems now live on the public beta branch:
So try them out and leave your feedback on our Discord Suggestion channel :WinterSmile:

  • Finalized Open World Map
  • Doctrines
  • Juggernaut
  • Little Guy enemies
  • Leviathan
  • Revised Power Generation System


[h2]Patch Notes - 0.7.79 Operation Hammer Down Begins... [ Public Beta Only ] [/h2]

Old Saves will not carry over, only play in the public beta to give feedback never play "real" games in the public beta as game sessions can and will be broken from time to time from the vast number of things we test here at any given time. I.E we dont support save files started from a public beta -> a normal build.

This is a summarized list we actually went over the steam character limit with this blog post.

[h2]When does the public beta end?[/h2]

We are aiming for the public beta for Doctrines/Open World/Generator Revamp/ Leviathan|Little Guys/ Juggernaut to end in the next 1-2 weeks. As these updates will change how the game is played and increase the difficulty of the game across the board.



[h2]Patch notes[/h2]

  • Adjusted collision for see through fences so you can properly fire through them
  • Adjusted collision patches that were invaliding movement on certain landscape tiles
  • Power Pylons added to help allow wiring to reach further distances
  • Dead body in main menu adjusted to stop jittering
  • Added various physics actors into the level that will interact with characters
  • Sped up turn animations by 50% to make CERC more responsive
  • Increased right/left turn angle to an 85 degree requirement (instead of 75 degree)
  • Streamlined and cleaned up movement position (both held-right-click preview and regular) logic to be more easily maintenance and modified, and to better respect the fact that vehicles are part of regular movement lineups
  • More cabin house textures added to Angel Island
  • Better Horde SFX added
  • Presidio volumes collision setup to improve accuracy of where you can place structures after the zones are captured
  • Patrols for air units now work correctly
  • Cleaned up a lot of 'soldier preview' logic to be more consistent, and used that to make vehicular movement previews face the correct direction
  • Implemented a minor fix for if you release a held right mouse click while your mouse is over nothing (i.e. out in the water) to allow the move order to still go through while passing through the last point that your mouse was hitting (instead of getting the player 'stuck' in a right click rotate order until they switch selection or do another right click to 'empty' it)
  • Improved constructed turret saving to use the turret's "base rotation" as the saved rotation, rather than the barrel's local rotation at the time of the save (to prevent turret 'drift' between saves)
  • Added logic to prevent the Leviathan's emerge animation from being interrupted with his roar
  • Added a fix for the DP12 (and potentially other shotguns) having their damage-per-pellet value being set to zero
  • Added a fix to Juggernaut's rock throw (disabled rock collision until it's thrown, so it won't prematurely break while the Juggernaut is winding up)
  • Adjusted a truck in Grid 6 that was blocking Juggernaut from crossing
    (it also had floating 'parking lot lines' that I fixed, too)
  • Added a 'small' nav path near an ambulance in Grid 2, to prevent Juggernauts from thinking they could squeeze through
  • Did similar with some lampposts for the nature park part of Grid 2
  • Fixed a police car near the park in Grid 2 that had bad collision settings (blocked Juggernaut movement)
  • Removed several erroneous infection pod meshes that were sitting in the master doing nothing
  • Improved a lot of cars in the Grid 3/Grid 2 area to be more traversable for Juggernauts
  • Improved the 'SpawnInfectedMob,' 'SpawnJuggernaut,' and 'SpawnLeviathan' console commands to include another argument for 'always visible': pass in true as the first argument when spawning to make them never be hidden by the Fog of War
  • Also updated the 'Chase Winter' argument's effect for the Mob and Juggernaut to be longer-lasting
  • Improved Leviathan collision to not get blocked while burrowing under the world while still maintaining TUGS-detectability
  • And fixed a loading issue where the collision wouldn't load properly if he was burrowed when you loaded the save
  • Improved Leviathan burrowing settings-changes to be more consistent
  • Fixed Leviathan not 'loading tunneling animation' when you load a save with a burrowed Leviathan
  • Added basic movement saving/loading for player units (so they recall movement commands: not formation movement yet, but this should help)
  • Increased the Infected's PawnSensingInterval from 1.0 to 1.8
  • Increased the InfectedSpineTurret's PawnSensingInterval from 1.0 to 1.8
  • Updated the lifespan of the Grenade throw blocked mouse widget to respect global time dilation
  • Fixed unit population from 'queued units' not being counted properly if they cost over 1 population
  • Upgraded TUGS purchase description to note that it can detect tunneling intruders now
  • Updated the Weapon Market logic to not show a 'purchase weapon' icon for vehicles/units with no purchasable weapons
  • Removed the 'mouseblock range' functionality that was used for old UI (was blocking clicks on lower portion of screen, especially if you changed resolution)
  • Adding Leviathan acid pool decal.
  • Leviathan Minor emitter adjustments.
  • Updated the building placement to more responsively update the material of the set-down mesh (so if you're in slo-mo you're less likely to see the material shift)
  • Updated infected pods to save/load their minimap-revealed status
  • flash grenade explosion sfx
  • Fixed bridge placements and overlaps across the map
  • Improved navblocking around the motel in Grid 5 (especially two cars) to prevent some cases of Juggernauts getting confused around it
  • New Muzzle flashes VFX added to all guns
  • Minimap ping system improved to better alert players to in progress attacks
  • Removed LODS for CDC, Barracks, Comms Trailer, Med Facility, Spotlight, Command Center, and Generator while we work on a more permanent fix for the Mesh LOD being broken
  • Spin down time doubled (so liklihood of 'gaps' in shooting is drastically reduced while the minigunner looks for new targets)
  • Suppressive fire-related values tweaked to make the Minigunner much more likely to hold down the trigger
  • Spread increased to compensate for the increased shooting likilhood (he's still
  • lethal* at mid ranges, but at the edges of his sight he's quite likely to miss)
  • Minigunner now requires more XP to level up (he'd shoot up through levels super fast due to his lethality, before)
  • Added a fix for multiple close-by Barracks sometimes marking units as incorrectly not in range of the Weapon Market
  • Updated Spine Thrower vision to be 5000 units (from 6000).
  • Formation logic Uses smarter 'direction-calculation' logic instead of just assuming the formation should match the formation leader's face-direction (which messed up during combat, since the leader could be strafing)
  • Updated a few buildings in the Master to have navigation blockers inside of them
  • Floating fences in marshlands fixed
  • Helicopter no fly zone volumes added around cranes and grid3 bridge
  • Collision improved in Presido
  • Weapon Balance changes to spread and base damage values, increased spec ops speed in all forms by 6% target acc increased by 20% from base to make them more mobile,
  • increased jugs bullet res to all damage types so it's can't be beamed.
  • made the sniper more affective to bigger infected.
  • decreased mini guns base damage by 8.
  • increased mp7 damage by 5.
  • scar is more accurate than the m4 now so it's gives more value to upgrading.
  • machine guns have more of a difference between them in accuracy and damage.
  • pistol is more accurate and has a high damage value than the m4 so it's more useful,
  • ump has a decreased spread making it more useful than the mp7
  • All weapons have a more sophisticated damage system that takes in consideration how long a bullet has traveled to determine the damage and takes into considering the caliber as well
  • Fixed a gun appearing inside of infected spine throwers
  • Added a simple improvement to landing logic for helicopters to try to 'search' for a spot to land if they're not over one.
  • Added MGTurret and MissileTurret minimap icons
  • Improved Infected Minimap markers
  • Improved the Unit Card 'take damage' animation to be longer and more noticeable (3 seconds now)
  • Fixed some minor blueprint errors with the Unit Card and unit levels
  • No collision on barriers fixed
  • Quick fix for helicopter patrol causing a crash if two patrol points are too close to each other
  • Improved 'Halt Movement' to also cancel out any current patrol commands and interact better with various Helicopter commands
  • Added 50cal muzzle flash to all .50cal turrets and the shawnee 30mm.
  • Increased wind on grass and trees.
  • Moved treasure Grid4 grocery store to line up with construction zone edges.
  • Updated motels collision.
  • Increased SSAO intensity from 0.5 to 0.75.
  • Fixed up the ammobox sound effect repeatedly playing on Barracks and related
  • Fixed up the ADS and Power Pylon to allow the player to destroy them via menu for refund
  • Progress commit on new selection logic (unhooked in, so not gonna change gameplay yet)
  • Added a fix to units re-showing their UI when rappelling even if Hide UI keybind is active
  • Fixed up non-airstrike (or Cerberus 105MM) explosives to no longer be able to damage bridges
  • Imported Juniardi's new Pod, Leviathan, and Tower minimap icons
  • Reduced player unit capsule size to make selection more accurate
  • Added improvement to helicopter movement to make them 'trace out' their flight height at their movement target, rather than guessing
  • Improved DNA saving/loading: Amount is now saved (and thus size)
  • Lifespan is now saved for larger DNA samples

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

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

[h2] Public Beta Notes [/h2]

Do note you can only access this latest patch on our public beta branch. Anyone can opt in and play it by right clicking on the game on their steam library going to properties and then opting into the beta from the "beta" tab on steam.

It is our intention over the next few days to weeks to fully polish up Treasure Island and the two new surrounding provinces with the feedback of our community. We have added a LOT in this new update so I apologize if something is omitted in the patch notes.

Naturally the roadmap will be affected by this extra time spent on polishing up the "Open World Map" but we believe its time well spent to ensure every section is fleshed out and provides interesting gameplay opportunities in each zone of the world.

You can track our progress as its updated daily on our Trello board here
https://trello.com/b/b5DFiVyv/cepheus-protocol-development
On this link you can track our new release targets for 2020-2021
https://trello.com/c/b8UXIihr/888-release-targets-2020-2021

The goal of this test is to gauge how you folks feel about the current layout and new direction. We want to gather as much data as possible on the likes/dislikes of the current design so we can take them into consideration as we work to finalize the world.