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Patch Notes - 0.7.83 Bug Fixes & Optimization Adjustments

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


It should be noted the next few patches will also focus on nerfing some of the units like the Apache as they are greatly overpowered. This will include further refinements with the health/damage tables being further adjusted for other units as well. Stay tuned!



Starting Friday night we have pushed out the started inklings of Operation Hammer Down. Our first major patch which targets adding more replayability and simulating a larger world to fight in. We want to hear what you folks have to say about how it plays so we can properly focus the aspects that need the most attention. After we feel they are in a good place overall we will shortly afterwards put up a factions public beta.

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


[h2]Patch Notes - 0.7.83 Bug Fixes & Optimization Adjustments [/h2]



We are aware of a reloading bug where sometimes units are stuck to fix this simply reload the save file we expect to have a fix out in the next 24 hours or so!

Old saves can be safety resumed from the pre-beta-version available on the betas tab should you want to finish up an old game session before you fully convert to the new setup of Treasure Island

[h2]Patch notes from this patch[/h2]
  • Fixed a bug that would cause CERC to not fire on enemies
  • Fixed a bug that would cause night time to appear to bright
  • Various Collision adjustments across the grids to fix clipping
  • Details added to the Angel Island Shipping Docks
  • Further refinement to the Presido Zone
  • Reduced sensing interval for regular infected's horde+defense spawns, to improve performance
  • Reduced Merlin health to 600 (from 800)
  • Reduced Charon health to 500 (from 800)
  • Spitter projectiles now deal 60 bonus damage to aerial targets
  • Juggernaut thrown projectiles now deal 600 bonus damage to aerial targets
  • Reduced spine turret sensing interval further
  • Increased 'tick group' logic for unrendered movement and mesh components (to reduce cost)
  • Fixed up spine turret meshes always ticking even when unrendered
  • Cleaned up the minimap update loop to be less expensive
  • Made stunned/ragdolled infected less AI-heavy
  • Made units update their AI less often on taking damage (especially useful due to guns firing so quickly)
  • Further slowed sensing interval for defense/horde-spawned infected
  • -Reduced Shawnee health to 800 (from 850)
  • Juggernaut now 'leads the shot' when throwing a projectile, instead of aiming directly at the target's current position
  • With extra logic to make him aim a bit higher at aerial targets
  • -Updated Juggernaut rock behavior to be more consistent when striking a helicopter (less likely to 'go through' on fringe cases)
  • Reduced Shawnee 30mm damage (Direct Damage 100->50, AOE damage 50->40)
  • Increased Shawnee population count from 3 to 10
  • Doubled the time between a SpineTurret warning of its fire path, and it actually firing (from 0.9 seconds to 1.8 seconds)
  • Increased the fire rate of the spine turret to 2.5 seconds between shots (from 2.0)
  • Collison and UV adjustments to stadium area assets in grid 2
  • Updated call-in logic for Engineers and Minigunners to use 'green' for OK and 'red' for negative (instead of the inconsistent appearance from before)
    (NOTE: This likely will not update the colors for the Minigunner call in for existing saves that already have purchased it.)
  • added audio rain setup to WeatherManagerBP
  • Replaced the PawnSensingComponent with a new version with 'offscreen rendering' performance improvements
  • Initial tests indicate this may make this component about 60% more efficient, and it has room to improve
  • Added Rain with Lightning weathers.
  • Added PostProcess SceneColorTint curve to the NightDay Timeline.
  • Added Procedural landscape grass.
  • Missing coast guard Ships readded
  • audio lightning bolts and minor adjustments
  • Various landscape painting and material updates.
  • grid_03_02 restored coin op binocs and lamps gone, fence fixed in grid3
  • Fixed the Helicopter garrison widget being 'vertical' rather than properly horizontal and wrapping as it should
  • Fixed some corruption in the Adrian Winter class
  • Created 'unarmed turning animation' functionality, allowing unarmed units to use turn animations as well (for Michael to use for giving the infected turning animations)
  • Adjusted spawn pod 'exit door' logic to use less distance now that infected can get around each other better (to reduce situations where infected 'spawn into' locations where they get stuck)
  • nav blockers added to housing community so player can't land on slanted rooftops
  • Fixed the description for the 'incubation rate' setting in custom games (it was incorrectly saying lower values take longer)
  • Deleted all planters in grid 3 that block nav near catwalks
  • Made the 'infected widgets' over regular infected dynamically spawn in/out rather than simply show/hide (so if you're zoomed in, or if the infected is not visible to you, his widget is costless - the spawning/despawning doesn't seem to be very costly)
  • Improved 'move tolerance' for defense responses, to prevent some instances where infected try to 'crowd onto' a single spot before responding to other stimuli
  • Rearranged planters in grid 3
  • Updated the new PawnSensor to utilize the Team-based Unit Registry, so units on the same team don't even 'try' to see one another
    (this saves close to a millisecond of processing per frame for the infected team)
  • Updated the Helicopter's 'placeholder spawning' to use a different naming schema (had a strange crash once due to 'same name' issue from constructing a barracks, hopefully this change resolves that?)
  • Fixed up the Unit Recruitment and Unlocks buttons not displaying Engineering Doctrine 'Price Drop' properly (they still actually only spent the correct amount, but they used to disable 'too soon' by comparing to original price, and would display original price. That's fixed)
  • Added basic 'invalidation boxes' to InfectedWidgets and the InfectionZoneWidget
  • Improved the InfectionZoneWidget's scaling logic to be less expensive when collapsed



[h2]Patch notes from public beta period[/h2]
Here is a patch list compiled for your convenience so you can understand all that has been changed/adjusted in the public beta.
https://steamcommunity.com/games/979640/announcements/detail/3028077442854098574
https://steamcommunity.com/games/979640/announcements/detail/5196558685239608610
https://steamcommunity.com/games/979640/announcements/detail/4492868685540062205
https://steamcommunity.com/games/979640/announcements/detail/2892963558047527966
https://steamcommunity.com/games/979640/announcements/detail/2892962924328296977

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