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  3. Patch Notes - 0.7.96 Experimental Build Changes & Further bug fixing

Patch Notes - 0.7.96 Experimental Build Changes & Further bug fixing

[h2]Patch notes to both builds Public/Beta[/h2]
  • Added speculative crash fix for https://discord.com/channels/469412014427602944/830134157010796634/834121704241627228
  • Added some logs related to Chelsey System startup
  • Fixed typo on one of the tutorial screens
  • Dragon Gunship Fixed a minor BP error with trying to remove components that may already be removed
  • Dragon Gunship Fixed the call-in's in-game hovertip
  • Updated targeting logic to be more in-line with the new Faction-based team-detection system (so it won't target player buildings)
  • Made the Tutorial Widget at the top right not appear when you load a save game
  • Also made it auto-hide itself after 30 seconds if the player does not interact with it during a fresh game
  • Made the 'UI Scaling' window at the top left default to collapsed
  • Made the Team Panels, Lower Screen, and Top Right screen sliders start at 'medium scale' (though this likely won't affect anyone who's already played the game, but it should affect new players)
  • Tool tips on the left side of the window (above the minimap) will now auto-collapse after 30 seconds if not interacted with


[h2]Experimental Build[/h2]

Last week 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.

Recap of what im talking about :
Discord Post

[h2]Patch notes to Experimental[/h2]
  • Removed the 'dialogue widget' logic from the Civilians (never actually used it, and it was taking up performance)
  • Infected that have been out of combat and are deeper inside the Infection zones can enter a "sleep" state where they go to sleep
  • Fixed a bug with infection zone initialization from the 'Chelsey system' fix earlier tonight
  • Fixed a 'friendly fire' issue with Infected units harming their own pods with collateral damage, causing 'false' hurt pod responses
  • Consolidated some Infected audio/hearing logic to Character_NPC so units who are converted to infected can use proper Infected behavior
  • Added a 'passive' civilian conversion rate to zones that have pods (each pod will 'tick' one civilian into an infected, instead of having a static rate just from infected owning the zone like in the 'command post ownership' system)
  • Added a 'settled' state for Chelsey spawn nodes: if enough conversions have occurred in the area (at least 75) and there's at least one spawn pod, the node will 'settle': its spawn rate for civilians will stop, and infected in the zone who are not in combat will enter sleep mode (this can be interrupted by harming a pod)
  • Units who enter combat mode will request to exit sleep mode
  • Reverted the 'reduced hearing rate' for sleep-mode units
  • Fixed up a turret function for setting the turret's 'OwningVehicle' properly


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