Patch - 1.1.14 [Experimental only]
These are patch notes for the newly "opened" Experimental Steam Branch. Experimental will operate as followed:
We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public.
The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period.
Discord Steam Forums

Experimental will stay open at all times going forward.

[h3]Expect the first Step of the new Early game [Localized Infection Spawning] live on Experimental Wednesday-Thursday for feedback![/h3]
[expand]
[/expand]
[h2]New Versioning Number system[/h2]
[expand]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
[h2]Letter from the Producer[/h2]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[h2]New Roadmap system [/h2]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public.
The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period.
Discord Steam Forums


Experimental will stay open at all times going forward.
How to Opt-in

[h3]Expect the first Step of the new Early game [Localized Infection Spawning] live on Experimental Wednesday-Thursday for feedback![/h3]
Patch Notes
(Click Show details for a full breakdown of the changes)[expand]
- Added a fix to the Formation Templates to not try to 'offset' units if there's only one unit to read (so they just move to 'mouse pos', so to speak)
- Formation System improved to dynamically nest/create new ones that follow tightly along other formations
- Grenade/Blowup guy explosion radius improved so they are more accurate and balanced overall.
- Blowupguy effect added for when they die
- Fixed up Circle Up 'breaking' a vehicle position in soldier+vehicle move commands
Updated the Atlas 'vehicle box' size to better envelop the vehicle (so its length is better calculated to include the front of its cabin+bumper) - Updated formation position handling: Vehicle 'formation length' even further improved, with each 'pair' of vehicles being measured lengthwise to ensure proper positioning (without being majorly behind the soldiers, in a mixed-unit order)
- Soldier 'formation length' improved to dynamically measure how far back the soldiers go, so vehicles can be properly set behind them (rather than set way behind them)
- Fixed Medical facility and ServiceDepot disappearing when near the edge of the screen.
Minor decal placement fixes in TIG04 - Helicopters now are in their own 'formation group' when issuing combined unit move orders, and will now be 'above' your other units (instead of 'behind')
- Fixed up 'vehicle only' move orders having a 'half-vehicle-length' offset behind the mouse click position
- Added some logic to make the custom sign 'customization popup' disappear if its owning sign is destroyed
- Fixed PlayerController 'sorting of units for move orders' to put helicopters 'last' when issuing move points (to be congruous with what the Formation Move Templates expect)
- Updated width-calculation logic to function for Formation Move Templates
- Shotguns buffed to have larger spread cones to be more effective overall
- Juggernaut resistance towards bullets greatly increased
- Added some extra logic to make helicopters not try to go too high/too low on move completion
- Improved 'direction facing' on move completion
- Fixed a problem with Spine Turrets never being constructed
- Added a safety to 'kickstart' it on old saves (may not have been needed, but it should ensure spine turrets start getting built again on old saves)
- Updated the 'structure name hovertips' (from hovering over structures) to disappear if that structure is destroyed, or if you pause the game
- Fixed the MG Turret and Missile Turret being buildable even if you don't have enough money for them
- Fixed up the Field Turret buttons not properly displaying their price if you cannot afford them
- Added speculative fix towards Ammo drops 'constantly playing ammo fill noise' even if the units near it are full on ammo
- Added minor safety to RotorWash effect parameter sets on BeginPlay.
- Lowered how much gas all ground vehicles consume when driven,
- Crash fix for blowupguy killing infected near him
[/expand]
[h2]New Versioning Number system[/h2]
[expand]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
[h2]Letter from the Producer[/h2]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[h2]New Roadmap system [/h2]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08