The Pathfinder Update Fix #9 - 0.7.127
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!
[h2]The Pathfinder Update Fix #9 - 0.7.127 All builds[/h2]
- You can now unassign units to general population by dragging them out of a squad + use Ctrl + (Number) key to reassign them or add them to a preexisting squad
- Fixed a sizing issue with the Gas Tower's navigation box
- Enabled 'Hidden Shadow' on leviathan when traveling under the map
- Updated the World Infection actors to not be 'Visible' unless needed, rather than using 'Hidden In Game' (which apparently still renders them)
- Updated how fire spots are handled on Infection Pods to be more modular
- Initial 'Target Prioritization' system added
- Units can now be tagged with a TARGET_ tag to designate what type of target they are
- Weapon's WeaponConfig now has a list of Target Priorities, so they can define threat multipliers/threat caps based on the tag of the thing they're targeting
- Each unit also has an 'UnarmedTargetPrioritiesList' for their melee attacks, too, so Infected types don't miss out on this
- Most weapon types have a threat cap of 1 for TARGET_INFECTEDBUILDING, so they target pretty much anything else first
- Javelin has prioritization for giants, buildings, etc.
- Flamethrower has lower chance to target mutants (in order to prioritize burning regular targets), and prefers targeting pods, infected defenses, infected buildings, etc.
- 105mm on Cerberus prioritizes most hard target types
- Spitters prioritize support units and player defenses
- Chelsey and her LTs do the same, while also prioritizing player helicopters
- BlowUpGuys prefer player vehicles (in order to try to get in the way and explode to take them out)
- Juggernauts prefer player buildings and walls
- Target types were added that setup new conditional rules for units on how they target/shoot at
//TARGET_UNARMED - for regular infected. Normal targets.
//TARGET_CIVILIAN - for unarmed civilians, etc. Normal targets, but generally not a threat.
//TARGET_MUTANT - special infected. Relatively normal targets, but more dangerous.
//TARGET_GIANT - big biological units, like Juggernauts, Leviathans, etc. Generally tougher than normal.
//TARGET_SOLDIER - Armed humans. Pretty normal targets, but might be slightly resistant to certain damage types.
//TARGET_SUPPORT - Support humans, like medics.
//TARGET_LIGHTVEHICLE - Light vehicle. Lightly armored.
//TARGET_HEAVYVEHICLE - Heavy vehicle. Tougher to take down, likely resistant to bullets.
//TARGET_LIGHTHELICOPTER - Light helicopter.
//TARGET_HEAVYHELICOPTER - Heavy helicopter. Possibly armed, much more valuable target.
//---OTHER---
//TARGET_WALL - self-explanatory.
//TARGET_BUILDING - regular constructed buildings, like Barracks, etc.
//TARGET_DEFENSE - some active form of defense, like a Turret.
//TARGET_INFECTEDPOD - infected pods. Weak to fire, somewhat resistant to bullets.
//TARGET_INFECTEDDEFENSE - similar to DEFENSE, but for infected. Likely weak to fire.
//TARGET_INFECTEDBUILDING - infected building. Practically immune to bullets, but damaged by heavy weaponry and fire. - Cleaned up some group-setting/updating logic
- Updated group setting to be 'additive' rather than replacing, so moving units into a group from groupless (in upcoming update) is smoother
- Updated the Interaction Widget (the widget 'over' a unit's head): Consolidated the Healthbar widget (which was on the unit's root) into it, reducing the number of widgets
- Adjusted the Interaction Widget's design to be more akin to the example in the Update Box
- Also for the Unit Card and Interaction Widget, updated several of the meters to use Color and Opacity instead of Tint (easier to add animations to them that way)
- Above-head weapon market logic added: weapon button now appears above unit's heads if they can access the weapon market, and that button can be used directly (instead of the unit card) (Not propagated to vehicles yet)
- Combined the Interaction Widget and Vehicle Interaction widget into one
- Smoothed out several interactions for the Interaction Widget, especially in relation to ammo display
- Updated the HUD Widget recruitment logic to allow recruiting a unit without assigning them to a group (new PURCHASE button, with a select group button bringing up the old menu)
- Fixed a serious movement bug for groupless/mixed group movement commands
- Updated unit selection to properly get the 'average' formation from units, if you select a mixed group or your selection contains groupless units
- Fixed the new purchase button being enabled even when the new unit would put you over population limit
- Added new gameplay options for when to display unit information in the world
- Made the new 'hide unselected widgets' option default to True for new players
- Zone income upgrade price 1 Upgrade now scaled up by 75% in terms of cost
- Zone income upgrade price 2 Upgrade now scaled up by 150% in terms of cost
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.

https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology/