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Civilian Management Update Catchup - 0.7.128.9 ( Beta-opt in)

Letter from the Producer #2

https://store.steampowered.com/news/app/979640/view/2952660987409207609

Work on the Civilian Management System has officially started more updates on our progress next week stay tuned!



This build will require a new save file for any saves 0.7.119 and older we added the old build as a "beta" tab for those wanting to finish their current games. Anything .120 or newer will work as is unless otherwise reported here!

So folks the Civilian Management system is in on a new "beta" opt in called civilian-management. You might have to restart Steam to get it.



We have made a new text channel that will only exist for 1-2 weeks to serve as a discussion point for the Civilian Management system. Use this channel exclusively do not discuss it outside this channel. We will be patching this build extensively over the next few days-weeks and rolling it into the default build in the next 1-2 weeks.

civilian-management-system

Then we will be targeting Pierce and the Factions afterwards and working to close down public beta and roll that into the default build by Halloween

It only includes the following.

1. Civilians will gather outside your base and stand around to be admitted under your protection. In polish we will add animations for this state
2. Once under your control they can be freely navigated across the map anywhere you choose. If they die under your protect well that's a negative karma lost for you.
3. Kill Enough civilians and they will start to attack your compounds/attack you on sight via CERC losing too much reputation. Each zone has a different reputation to CERC
4. Euthanization Unit + Containment Unit are not live yet and will be added over the next week of patches.
5. Civilians will become more and more armed throughout the world as the days go on



[h2]Civilian Management Update Catchup - 0.7.128.9 ( Beta-opt in)[/h2]
  • Added another safety to the degarrisoning of civvies from a Holding Area to try to prevent clearing loops from potentially running on them after they leave(Stop civilians disappearing when you destroy a hold)
  • Civilians now no longer wait until they've reached an arbitrary point near your base to create the 'Accept' widget. Now, the widget will appear over their head when they spot a unit from CERC, if you have built at least one Civilian Hold (regardless of whether or not there is enough room in the Holding Area tents you've constructed) This allows you to recruit civilians out far away from your base and send them back, if you wish
  • Speculative crash fix for garbage collection causing crashes for Holding Areas
  • Updated Holding Area Mesh (Still W.I.P)
  • Fixed Civilian's 'overhead widget' not re-showing if they leave a civilian holding area (for whatever reason) then the player re-accepts guardianship
  • Added a hover tip to the 'Accept Guardianship' prompt for the civvie system which will tell you now basic information about civilians you are intaking
  • Added logic to remove the 'Accept Guardianship' widget from a Civilian on their death so they dont clutter up the game
  • Added logic to show a 'garrison unit' cursor when mousing over a Civilian Holding Area (only if you have Civvies selected and there's space for them!)
  • Added basic Euthanization Center to the Civilian Hold (Allows for garrisoning of civilians - they will be killed quietly shortly afterwards. This has a chance to affect your reputation. This chance will be lower than outright shooting civilians, unless you are funneling massive amounts of civilians into the same small tent.)
  • Euthanization Center UI added to track casualties W.I.P
  • Fixed street lights erroneously having the Fake AOE light spheres enabled (they're not properly working atm)
  • Fixed various landscape splines and paint layer errors.
  • Containment /Holding Cell Added
  • Building type created in the Shops Canvas
  • Updated units with 'bEnableMovementInGarrison', allowing them to wander in Garrisons
  • Improved disabling and restoring of sight/hearing logic for units
  • Used these to make the Holding Cell properly show the unit contained within, let them wander around, and let the Infected members attack the Cell itself if the Cell loses power
  • Updated Infection Carriers to not spread infection while garrisoned
  • Allowed degarrisoning of units within a holding cell
  • Updated the degarrison button to not be available for the cage if it's unpowered (you can't just open up the cage and let the infected who is tearing it apart out to save the cage, now)
  • Updated the Holding Area tent to allow degarrisoning of units (they rejoin you when you do this)
  • Fixed a bug with buildings not removing their 'selection' visuals when you click off of them
  • Fixed a bug where loading a save with Civilian-management buildings constructed would cause 'additional population' to be absorbed by them (i.e. each civilian building that can carry civilians would take up one pop - this is fixed now)
    Location volume and zone marker updates
  • Fixed up damage character collision - should resolve some civilians 'getting stuck' in buildings
  • Fixed up the Civilian Hold not having proper 'repair' points (so engineers won't 'warp' into them to repair them now)
  • Logic added to let the infected try to break out if power is cut to the cage
  • Properly degarrisons the units within to the same position they were at, if the building is destroyed (i.e. units within won't warp if the building blows up)
  • Updated units who start at a higher level (or load) to 'level up' prior to running their Blueprint BeginPlay, so as not to confuse their overhead widget into thinking it needs to play a 'damaged' animation 'additional population' to be absorbed by them (i.e. each civilian )
  • Updated the Holding Area tent to allow degarrisoning of units (they rejoin you when you do this)
  • Fixed a bug with buildings not removing their 'selection' visuals when you click off of them
  • Fixed a bug where loading a save with Civilian-management buildings constructed would fail is fixed now)
  • Fixed up damage character collision - should resolve some civilians 'getting stuck' in buildings
  • Added a global limit to the number of civilians that can 'wait' outside your base (60)
  • Added proper repair interaction points to the Civilian Hold substructures
  • Updated 'repair' logic to resolve an 'offset' issue that made it easier for Engineers to 'reach and repair' a building from one side of the building
  • Added upper+lower limits to reputation in a zone (0-1000)
  • Added a 'Holding Area List' widget: can now see the names, health, etc. of individual units inside of a Holding Area, and individually remove them as needed
  • Fixed civilians showing their 'Want to enter base' widget before the player has built a Civilian Hold
  • Improved infection pod 'dna drop' to hopefully not spawn in the air anymore
  • Cleaned out the old Garrison Widget from the Holding Area, since the new widget list does the same thing


Please note the following going forward (Restart your game/steam to get the update if needed

Cepheus Protocol Anthology


We will be launching a new weekly series that will see several chapters added every Friday after release and will cover the chapters of the Novelization with 5 chapters added to expand upon the story and give more value to those itching for more lore/story information. It will delve into and show more about a secret new faction that will become the Anti-CERC in the Cepheus Protocol universe.

Don't forget to wishlist!
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology/