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Patch Notes - 0.7.87 Leviathan Tweaks & Bridge Fixes

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 - 0.7.87 Leviathan Tweaks & Bridge Fixes[/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]
  • Adjustment to hospital roof collisions
  • Adjusted destructible bridge BP to be more accurate and with more collision 'under' the surface as a safety
  • Added blocking volumes under the 'connecting segments' of Carnside Bridge
  • Added a crash safety to the horde saving
  • Various Collision Fixes in Grid 06
  • Infected Animations improved across the board
  • M9 Animations tweaked to look better
  • Added crash safeties for the patrol path finalization
  • Added 'Enable' toggle options for Juggernauts and Leviathans to the custom game settings Updated the sliders with an ON/OFF mode for this purpose
  • Hid the relevant suboptions if Juggernauts/Leviathans are off Ensured said settings save/load
  • Used Juniardi's new assets to drastically clean up the Treasure Island minimap
  • Also fixed an issue with that minimap having offset
  • Also fixed the Lock Icon on Treasure Island minimap
  • Added a safety to bridge destructible segments to try to 'warp' units that fall through back up on top
  • Updated DamageCharacters to respect damage resist types when calculating the damage they've taken
  • Updated the bridge with damage resistances to try to make it fully immune to damage from any source other than powerful explosives (infected could still break it) (result: bridges won't die from infected melee attacking things on top of it, now)
  • Added crash safeties to the horde controller debug
  • Fence and other "shoot thru" object collision conversion
  • Fixed some bridge management actors/move proxies referencing the wrong bridges
  • Implemented a fix for 'bridge fall through':
  • Leviathan Reduced size (from .8 to .5)
  • Leviathan Increased swipe attack speed from .5 to .6
  • Leviathan Reduced the chance of bite attack usage to 50% when it's available (rather than 90%)
  • Leviathan Reduced melee cooldown setting (which affects a lot of things) to 1 second, resulting in a more aggressive feel
  • Leviathan Reduced move cooldown interval to 50 seconds (from 1 min)
  • Leviathan Increased liklihood of performing a move
  • Leviathan Started on an 'aerial attack vomit' montage (for later)
  • Updated the Leviathan extra spawns to deal a new 'LightMelee' damage type
  • Leviathan Which deals 66% less damage to player structures than it does to other targets
  • Leviathan Fixed melee attacks not respecting custom 'melee damage type'
  • Added a safety to when the Leviathan finishes emerging from burrow state to try to prevent falling through the world
  • Added a safety to try to prevent Leviathan entering an infinite animation loop on emerging from the ground
  • Started on Leviathan 'horde behavior' (not currently enabled, not quite done):
  • Changes to Presidio fence collision settings
  • Fixed destroyed bridges failing to load the ability to be repaired
  • Fixed destroyed bridges failing to be 'repair-able' if they are destroyed multiple times in a single session (w/o saving/loading)
  • Fixed a visibility-flickering issue if you repair a bridge multiple times in a single session (w/o saving/loading)



[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