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  3. Patch Notes - 0.7.110 Experimental & Public Beta Changes Atlas is now live

Patch Notes - 0.7.110 Experimental & Public Beta Changes Atlas is now live

[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

We are aware of a bug where the ammo runners/ammo suppliers stop working we are looking into a fix for Monday/Tuesday

[h2]Patch notes to public beta & Experimental [/h2]
  • Fix for Character's weapon fire montages not properly respecting their Rate Scale
  • Hooked up the new Roadmap images to the tutorial screen slide widget (that opens when starting a new pandemic game)
  • Fixed the Electrified Gate upgrade being available for Electrified Gates (allowing you to erroneously upgrade something into the exact same upgrade, wasting money)
  • Unit Card double-clicking and related also updated to work with opening the shop properly (selecting the group the deployed truck is in will not do open its shop, but directly clicking or double-clicking on the Truck's card will)
  • Fixed the Capture Truck not properly 'overlapping' the zone it spawns in without leaving/re-entering it
  • Made Capture Trucks purchaseable from the CERC tent (if the Game Instance option for capture trucks mode is enabled)
  • Improved the Capture Truck shop's "Destroy" button to instead be a functioning 'Undeploy' button (with separate image, hovertip, and 'are you sure' text)
  • Added logic to enable an 'Emergency Call In' for the Capture Truck (if you have none left)
  • Fixed a hovertip issue on the capture truck
  • Floating fences fixed
  • increased zone income by 1.5X, increased assault price to 2k, decreased heavy to 3k , increased sniper to 5k, increased ammodrop price, increased airstrike price
  • Presidio buildings adjustments across the board
  • Lowered Tier 1 wall price by 80%
  • Made the 'Objectives' indicator (on the bottom right of the HUD) auto-close after 30 seconds if you do not interact with it
  • Smoothed out some navigation settings on player walls
  • Towers no longer are 'null nav' but 'player wall' nav (which infected ignore, so they won't psychically go around a fully walled path)
  • Added 'capture progress' saving to the Capture Truck (if it's in the process of capturing a zone when saved, it'll remember how long until it finishes)
  • Improved the loading for the capture progress bar for the Capture Truck to be more visually accurate (instead of starting at 'zero' but filling faster if it already had progress)
  • Added a 'SetTargetThreat' value in 'WeaponConfig', so each weapon can have a threat override for right-click-to-target logic
  • Boosted this value for Grenade Launcher and Javelin to 10,000 (from 750 default)
  • Updated the 'pack up units' logic of the initial 'Select Starting Location' logic to not 'duplicate' unit images when putting them in the Helicopter garrison
  • Made the Capture Truck call in 'parachute in' instead of being dropped by a Sparrow
  • Removed population cost for capture trucks
  • Lighthouse area, adjacent to actual building previously unbuildable now fixed (location volume
    raised)
  • texture swap/resize (Financial spelling error on billboard)
  • Updated unit-purchasing logic to allow for purchasing a zero-population unit even if your unit population is currently maxed out (for capture trucks)
  • Combat movement will now also avoid moving into an area where there is an active Restrictor
  • Safeties added to prevent 'false emerges' which cause the Leviathan to emerge 'partway' and get permanently stuck
  • Safeties added to prevent the Leviathan from getting stuck in 'burrow mode' and never emerging again
  • Updated the 'generic mouse following widget' to work as a hovertip for this
  • Crash fix for ordering civilians around in horde mode
  • Added custom hovertips to each vehicle that has DeployMode available
  • Fixed the Capture Truck being able to purchase a BMG at the Motor Pool (may not be retroactive with previous saves)
  • Fixed the 'rally point' for several buildings being incorrect
  • Fixed Atlas ammo runners taking up unit population
  • Improved 'ammo restore' logic for Ammo Runners to 'stop short' rather than move into the target
  • With an extra 'safety check' for if Capture Trucks are enabled, a zone owned by Chelsey will 'revert to neutral' instead of remaining infected-but-yellow
  • CP Truck can now place down an ammo station & Medical station




[h2]Patch notes to Experimental[/h2]
  • Fixed an issue with fully-corrupted zones not properly marking themselves as such for Capture Trucks
  • Made Capture Trucks in a fully-corrupted zone 'undeploy' should the zone get ousted by the infection
  • Made Capture Trucks not be able to deploy in a fully-corrupted zone
  • Added safeties to pod/tower clearing in zones to ensure that a Tower won't be erroneously left behind and considered 'alive' after its destruction
  • Fixed an issue where clearing all pods from a zone could result in losing zone control
  • Made Aggressive Roaming infected target 'random' units in their zone rather than merely the closest (so large groups of infected don't 'stick together' and beeline the same unit) Made Aggressive Roaming infected not get despawned by the clearing logic
  • Made Aggressive Roaming infected not get despawned by the clearing logic
  • Made the 'Civvie Spawn Goal' (how many civilians appear in a zone when the other units are nearby) customizable per zone, and increased the numbers for Civvie spawns in some of the larger Infection Zones (like in Presidio+Angel Island)
  • Tweaked the Civilian Population numbers for some of the zones (tweaked it up for some of the Angel Island zones that had really low numbers, and tweaked it down for some of the Presidio zones that had really high numbers)
  • Added a slight delay to the Chelsey System's 'startup set location' logic, so if the Factions are active the Chelsey System can evaluate which territories are owned before it moves
  • Made the Chelsey System not try to relocate into Faction-owned territory (Previously it didn't care, but faction combat in a sparse zone can 'stifle' Chelsey's start pretty significantly, so added this change)
  • Fixed Chelsey (in the new Chelsey System) not properly initializing her stuck-fix logic
  • Expanded the 'critical' stuck fix to require 8 'stuck calls' in a row
  • Restored the 'minor stuck warp forward' logic, but made it less likely to occur
  • Improved her critical stuck fix to coincide with the Chelsey System's positioning (instead of a 'universal start' at the hospital)
  • Improved Infection Zone 'corruption' It now 'progresses' smoothly between its current infection level and the new 'ceiling' introduced by new infection pods (i.e. instead of jumping to 25 or so from a single pod, it'll rise to 25 over time). This also works in reverse for when pods are destroyed.
  • If a zone hits 100% infection level, it'll start a five minute timer to oust the current Zone Owner. This timer is displayed on the Zone's widget.



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