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  3. Patch - 1.3.2.5.13

Patch - 1.3.2.5.13

If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.

Patch Notes
(Click Show details for a full breakdown of the changes)
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  • Added some 'path checking' logic for the follow actor for units on the LHA6 deck, so that they will be less delayed in starting to move
  • Civilians evacuating from a zone will now have a higher chance of being infected based on the level of infection in the zone they are coming from.
  • Set up logic so infected civilians will 'swarm onto the Carrier' if evacuated onto it
  • Updated units who die on the carrier to 'attach' to it, so their bodies won't 'float behind' it if performing death anims
  • Set up AI 'LOS' and shooting traces to no longer ignore allied boats (so Carrier Turrets can no longer shoot through the deck, and units on-deck on the Carrier cannot 'shoot through' it to targets on-shore)
  • Set up the Carrier to be destroyable, if infected destroy its mast. Mast can be targeted by infected: it has a good amount of health, though
  • Winter is no longer a game-over condition
  • Fixed up the Engineers so they can properly repair the Carrier's mast if it takes damage
  • Fixed an issue where, when a unit unfreezes movement on the carrier, their movement would become confused (due to their proxy character also unfreezing movement and thus making their
  • own* proxy character, resulting in proxy-ception confusion!)
  • Updated Mine 'overlap detection' logic to be more up-to-date:
  • Overlapped enemies who die (due to being shot, other explosives, etc.) will no longer be considered, which can save some mines from prematurely firing off. Similarly, overlapped units who convert will be re-checked for validity (so if somehow they become an ally, for example, we'll enable the 'nearby ally' safety! Futureproofing)
  • Fixed Mines sometimes having units run the wrong way in order to construct them
  • Updated Mines to have a slightly shorter fuse (and a safety to try to prevent them 'disabling' their fuse after already having jumped, though it ain't perfect)
  • Set up Winter 're-purchase' logic to properly work if you repurchase before her corpse has faded
  • Added more safeties for Carrier 'dump units from elevator onto dock' logic to try to stop units from remaining 'attached' to the Carrier
  • Added 'save blocking' logic to when Carrier is destroyed, so you cannot save after the Carrier has already 'died' (but before the game over popup.. pops up)
  • Speed changes to standard infected
  • Added new Animation Combat state system for ground units
  • Spread decreased for 50 cal turrets (Mutt)
  • Fixed some initialization issues with the Recruit Popup to resolve weapon changes not affecting unit price
  • Added a warning (w/ 5 minute cooldown) to Zones to tell the player that there's no Civilian Holding Areas if they're trying to evacuate and have built none yet
  • Lowered the warning timer from previous commit to 2 minute cooldown (From 5 minute), and updated its pinged location to be the Admin Building in the zone
  • Updated civilian faction walls to have a 'taller navblock underneath them', so navigation won't sometimes build under raised sections of wall (which in some cases can cause unit pathing to become confuse)
  • Updated automatic Door 'unit detection' logic to better account for civilians (this helps with faction civilian bases which might block the path)
  • Adjusted civilian faction base walls to prefer 'being partially submerged in the ground' rather than potentially being too high, when constructed (won't fix walls that spawned too high already, in loaded saves, though)
  • Adjusted the Move Civilian Faction Base Around tool to be more robust and reliable
  • Added additional check to Boat 'reverse logic' to prevent them from 'reversing ad infinitum' should they reverse far enough while between two objects that they end up over land
  • Fixed up the recruitment building (on the Carrier) being directly clickable (clicking on it now redirects to just selecting the Carrier instead)
  • Fixed the Carrier recruitment building potentially displaying a 'brown circle' when you have the Carrier shop open
  • Updated 'freeze movement' on Characters to attach to/detach from their Proxy Movement Base (based on whether movement is freezing or not), so units doing any type of 'freezing' while on the Carrier (such as while repairing the Carrier's mast, throwing a grenade, etc.) will no longer get 'left behind in the air' if the Carrier is moving.
  • Removed the unique implementation of attachment that Engineers were doing for mast-repair, since the above fix is more powerful and covers more cases
Please note the following going forward (Restart your game/steam to get the update if needed
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General Development Updates

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https://youtu.be/7hdBPmUtFb8
https://youtu.be/GV3YOssGEfs
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190
[h3]New Roadmap system [/h3]
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
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
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Ways to Support Development

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Everything goes towards expanding the team and building a better game!
[h3] Consider Supporting us on Patreon[/h3]
[h3] Merch Store [/h3]

[h3]Cepheus Protocol Anthology[/h3]
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
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