Patch Notes - 0.7.106 Experimental additions Zone Corruption & Exodus system
[h2]UI Updates Pending for Polish stages[/h2]

[h2]Experimental Build[/h2]
A few weeks ago we talked about Early to Middle game improvements and how our team can learn from games like Prototype and how they handled the simulation of a viral outbreak. You guys wanted the virus to be a bit more alive, deadly and wanted improvements to Chelsey across the board.
As an early showcase of the new system we now have put up an Experimental build for all to play and give their input. In some cases you might have to restart steam to see it but everyone can now opt into a new branch to try out the new direction and give their feedback. Again it will have TONS of performance issues and we are aware of them and working towards a tech solution to fix them as we speak.
As a reminder only talk about the Experimental build in #experimental-build-feedback or it will be buried in the day to day chats.
https://www.youtube.com/watch?v=v2ST3DM5sI4
Recap of what im talking about :
Discord Post
[h2]Patch notes to all builds [/h2]
[h2]Patch notes to Experimental[/h2]
Cepheus Protocol Novelization is now available on Steam Store!
https://store.steampowered.com/app/1387390/Cepheus_Protocol_Novelization

[h2]Experimental Build[/h2]
A few weeks ago we talked about Early to Middle game improvements and how our team can learn from games like Prototype and how they handled the simulation of a viral outbreak. You guys wanted the virus to be a bit more alive, deadly and wanted improvements to Chelsey across the board.
As an early showcase of the new system we now have put up an Experimental build for all to play and give their input. In some cases you might have to restart steam to see it but everyone can now opt into a new branch to try out the new direction and give their feedback. Again it will have TONS of performance issues and we are aware of them and working towards a tech solution to fix them as we speak.
As a reminder only talk about the Experimental build in #experimental-build-feedback or it will be buried in the day to day chats.
https://www.youtube.com/watch?v=v2ST3DM5sI4
Recap of what im talking about :
Discord Post
[h2]Patch notes to all builds [/h2]
- Fixed a UI issue on the Unit Cards when switching between a 'one-clip' weapon and a weapon with reserve ammo (the dividing slash between current mag and reserve would not reappear if switching away from a one-clip, such as for Cerberus BMG to the cannon)
- Made a placeholder Radio Operator 'purchase' button (kitbashed the lettering from the other buttons)
- Updated the Assault's purchase hovertip description to mention that they have flares now
- Adjusted the Scout Drone's collision a bit
- Fixed some spawn node positioning in the master
- Added logic to 'scale down' the amount of DNA earned from destroying an Infected Pod that is 'under construction' (not 'under full health,' but rather in the Chelsey System if it hasn't absorbed enough infected to reach full size)
- Added a bit of logic to prevent Infection Gas Towers that have just started construction from being 'missed' by soldiers aiming too high
- Streamlined minimap icon setup for soldiers to be easier (vehicles still require more images)
- Fixed some blueprint errors with setting up weaponry for vehicles that start with no weapon (like the Springbok)
- Added a fix to the (small) chance the player's mouse clicks would get absorbed by a 'power component detector' beneath the level (if they moused over (0,0,-10000) on the map: should no longer occur)
- Added a 'fallback safety' to (hopefully) prevent infected units in the Chelsey System from ever being able to capture a command post
- Added more finalized presidio buildings to the level
- Peak Point Fixed
- Hooked up the basic 'footstep' type to each regular special infected and the Juggernaut, to allow them to make footstep noises for player units to hear
- Adjusted the Juggernaut's footstep radius to be much bigger and louder
- Made the Juggernaut's 'screenshake roar' also generate a combat noise
- Hooked up basic 'combat noise' generation to the Leviathan's roar, swipe, and emerge
- Units firing a flare (or the flare itself, when it spawns) will be checked against anyone trying to fire a flare If too close (within 10,000 UU), the shot will be prevented
- Random Infection system crash fix
- Also fixed a related bug which caused its ability to read mouse inputs to 'slide' if opened in this same manner
- Also fixed a related bug which caused a map's specific minimap panning to get 'reset' if directly toggling minimap size
- Zombie stuck bug fix, added nav blockers to area in question (Grid06 Treasure Island, under stilted towers)
- P90 - has received an improvement in hand positions in its animations and fire
- UMP - has received an improvement in hand positions in its animations and fire
- MGL - has received an improvement in hand positions in its animations and fire
- Flamethrower - has received an improvement in hand positions in its animations and fire
- MK14 - has received an improvement in hand positions in its animations and fire
[h2]Patch notes to Experimental[/h2]
- Added logic to enable Leviathans to spawn in response to player aggression towards spawn nodes in the Chelsey System
- Fixed up some of their 'horde-reliant' logic to be compatible with the Chelsey System's lack of dedicated 'horde attacks'
- Fixed up several 'command post capturing issues'
Improved the Leviathan's initial spawn to not be so lackadaisical about the units it was spawned to defend against - Added 'zone corruption' in the Chelsey System- as a zone gains more infected constructs (pods and towers), the zone value will decrease. Clearing out these constructs can currently restore this value.
The zone's widget will turn red and accurately display the changing value, as will the HUD's 'income display' for any zones you own. If you take a post but don't clear out the infection, don't expect much income.
- EXODUS update to the Chelsey System: Civilians in a zone that is experiencing more than 20% corruption from infected structures will start to siphon out to neighboring zones with less corruption (the more corrupted their zone, the faster they population will shift)
Updated the Infection Zone Widget to display the 'infection level' and its malus upon the zone's value - You can now choose where on the Island you start
- Started on the Chelsey System's saving and loading - Zone radius, target spawn node, and location are now properly saving and loading
- Increased chances of units that convert to infected of being 'aggressive roamers' by 20% (from 20% to 40%)
- Increased Chelsey System's starting infected amount to be a range from 40-55 (from 4-6)
- Fixed Chelsey potentially 'spawning in the ground' for some spawn positions in the Open World Master
- Fixed a loading-crash in the Infection System with infection towers
- Improved saving/loading of spawn pods to respect their unique class (more modular - BUT THIS WILL LIKELY MESS WITH SAVES MADE BEFORE THIS)
- Improved the Chelsey System's "Hive" to properly save/load, and for the System to 'remember' its Hive reference
- Improved the pod's saving and loading to also account for its 'creep decal' and display it at the same size (as well as unhide it if the player can already see it)
- Added improved saving/loading to units who are 'converted to infected', so they retain their uniqueness despite technically being an infected now
- Fixed converted player units 'showing through walls' while a zombie (makes them a bit easy to track)
- Fixed several issues with file-saving for civilians
- Added Infected and Civilian saving to the Chelsey System with Carrier tracking
Cepheus Protocol Novelization is now available on Steam Store!
https://store.steampowered.com/app/1387390/Cepheus_Protocol_Novelization