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Patch Notes - 0.7.86 Horde Improvements & Further Light Tweaks

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 - 0.7.86 Horde Improvements & Further Light Tweaks[/h2]



The pre-beta opt in will be removed in the next week. Please remeber to finish your old game sessions on them ASAP!

There is an economy rebalance coming soon. Also quite a few refinements are coming to the Worm/Leviathan
Share your feedback here on the Worm/Leviathan
https://steamcommunity.com/app/979640/discussions/0/3113646913571960146/

[h2]Patch notes from this patch[/h2]
  • Adjusted Dormant horde sphere move order speed to be more often
  • Adjusted infected horde move order speed to be slightly move often (6 seconds intead of 8)
  • Fixed an over-tuned movement component optimization that was breaking unrendered hordes/Chelsey from capturing as effectively when the camera was not facing them
  • Fixed several Presidio infection zones being in the wrong positions (resulted in widgets being misplaced)
  • Fixed Presidio spawn nodes not being properly scaled or placed (resulted in poor wandering and defensive infected spawning)
  • Generated weapon LODs.
  • Weapon Material fixes.
  • Added Bridge move proxies to smooth out more types of horde attacks
  • Fixed a 'bridge reference' on Angel Island thinking it connecting to the Treasure Island dockyard when it actually connected to Gold Cove
  • Added logic for a Horde Controller to bypass the freespawns limit for its first set of spawns (to prevent situations where a horde would initialize while all slots were taken up): should only be about 7 spawns per, so likely not an expensive change in exchange for smoother horde capture attempts.
  • Fixed Horde attacks erroneously trying to assign 'attack targets' when there were none (resulting in stalled hordes)
  • Updated Horde Attacks to try to issue a move order anyway even if there are attack targets issued (in case some infected don't think they should chase due to distance or some such, no longer should be a problem)
  • Added a basic distance limit to the Juggernaut's rock throw (8000 units for now)
  • Fixed gate navigation being 'too wide'
  • Fixed gate doors going 'too short', so gates open completely now
    Result: Vehicles can fit again (and there's a 'minor issue' if you open two adjacent gates: made a Trello card for it
  • Fixed wrong JLTV exhaust emitter.
  • Added a proxy move actor between two nodes on Presidio (PRSG5 and PRSG2)
  • Adjusted a spawn pod in PRSG5 that was resulting in stuck infected
    Result: Infected seem to be able to move between PRSG5 and PRSG2 easier now
  • Adjusted an infection pod in the Treasure Island Dockyard that may have resulted in some 'stuck infected'
  • Fixed the Alcatraz spawn node having erroneous bounty spawn and stuckpoint references
  • Added a new 'proxy move' system for some command zone capture points: in some cases, certain move orders were deemed 'too far' at an engine level, so proxy 'move targets' were added to certain zones to make it possible for hordes to move towards their designated targets without getting stuck or just sitting still
  • Used the 'proxy move' system to fix hordes having issues moving between Alcatraz and Treasure Island
  • Lowered Shawnee health to 160 (from 800)
  • Hooked up basic 'headlights' onto each vehicle
  • Fixed a crash with the Shawnee
  • Updated WeatherManager to clear out any existing particle systems if there's a mismatch between incoming FX and current or target FX (for swapping between high/low quality weather effects, or console-command setting weather)
  • Added 'WeatherEffectQuality' to the advanced video options (for toggling between regular and low quality weather particle effects)
  • Updated Minimap settings for Treasure Island (new minimap, and new settings to accommodate its size and color)
  • Also updated Alcatraz to not be auto-captured when playing Treasure Island on its own (Unlike in the Open World map)
  • Updated the Weapon Flashlight default intensity to 120 lumens (per Dimitry)
  • Added a safety to the attack-move reissue that was responsible for crashes (should resolve the crash)



[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