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  3. Patch - 1.3.2.5.15

Patch - 1.3.2.5.15

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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  • Attack Move order logic improved to keep formations and make smarter movements
  • Direct Attack order added that allows unit to move into range of a target you right click + follow said target
  • Additionally, units in formation should run when moving to a right-clicked target if they are far away. If already in range everyone will just shoot and not attempt to form up unless a move order is required
  • Units no longer manage attack move 'individually' if part of a grouped move command: instead, the Formation Move Handler will do it. On being given an attack move, the Formation Move Handler will let units (who are already in combat) not worry about moving yet, but those who have started moving will try to stay in formation even upon seeing an enemy, only stopping once every member of the team has started fighting
  • Implemented some fixes to stop some situations where units would 'move too far towards your attack move target' even when enemies are in the way
  • Fixes added for various garrisoned poses
  • Made some adjustments to the North Treasure Island Carrier docking area,
  • Attack Move: slight 'stuttering' when issuing order while at least one member is already in combat should now be gone
  • Grenade traces now have a proper radius, preventing them from potentially hitting something thin (like a streetlight)
  • Fixed the 'formation' getting too far ahead should anyone in the formation enter combat
  • Fixed some units moving in formation potentially entering 'alone attack move' instead of relying on their formation to handle that logic
  • Fixed SRP construction obeying a turned off 'landscaping' mode, resulting you not being able to build at some SOCS if you've turned off landscaping mode for construction (which may be confusing if you didn't keep track of that)
  • Implemented some speculative fixes for 'moving to attack right click target' 'failing' for targeting structures: may not work in every scenario, but it works much better than the previous version did for attacking pods
  • Fixed a loading issue that could cause infected pods to override their health with a really small value
  • Removed the old Evacuation Shutdown logic, due to evacuated infected units being dumped onto Carrier deck (with ability to attack the mast) now. This should resolve some people getting 'evacuation shutdown' issues with being unable to set helipads to Evacuate mode
  • Units will now switch back to their primary weapon when reloaded and down to their secondary weapon
  • Fixed situations where units would have a reload time of 1 second no matter the weapon
  • Fixed an 'overlapping reload' issue where animation+timer for reload could 'double-reload', which was especially noticeable on the Engineer's SMAW
  • Set up speculative fixes for reported crash from here https://steamcommunity.com/app/979640/discussions/1/4032473436325246013/
  • -Set up the ability to shut down Dynamic Civilian Factions from spawning, in Custom Game Settings
  • Set up the Carrier to properly supply ammo
  • Fixed up the Selective Call-Ins button using the wrong image when not open
  • -Fix for Operator 'mouse showing' breaking if you hide then show UI while in Operator mode
  • Fixed the Missile Turret wrongly using the MG Turret's weapon type
  • Fixed up snappoints for wall corners being a bit unreliable
  • Fixed up gates not blocking construction (though open gates still allow you to 'build through' them)
  • Armed units sprint - Fixed
  • Tilt added to in combat strafing.
  • Fix to Heavy Vehicle damage resist type (Cerberus, etc.) having 85% resist to heavy melee (making them almost immune to juggernauts)
  • Fixed up issue with Rubble'd walls not properly updating navigation
  • Added speculative safety for Chelsey to try to make sure she is invulnerable if she loaded from a game while in death regen state
  • Fixed broken Angel island dock navigation.
  • Fixed Ravens failing to deal damage
  • Implemented a small fix to make civilians using evac to not use RVO if they fire off one stuck check to improve evacuations.
  • Adjusted landscaping size for walls+non-walls in the Sandbagbuilder so that 'floating crates' shouldn't occur when setting down buildings around TIG4
  • Adjustments to UI to prevent 'clicking on' something behind the widget when closing it
  • Recruitment menu's remember last options now
  • Clearing tool improved to better account for higher vertical objects
  • Added some improved collision updating for the rubble mode/landscape-able mode for walls. Used the above to make sure that civilian gates that are 'rubble-ified' can still be cleared by the landscaping tool
  • Fixed up 'ammoless weapons' (Scanner, Bunker Buster, etc.) displaying 'low/no ammo warnings' on the Unit Group UI
  • Additionally, fixed up the Weapon UI in the Recruit Popup and Weapon Market to no longer show a damage graph for 'non combat' weapons, via new bNonCombatWeapon setting in Weapon.h
  • Fixed units sometimes spawning without their secondary weapon if you customize their initial loadout via the Recruit popup (won't fix units who already spawned without secondary weapon, though)
  • Fixed not being able to swap back and forth between a non-combat weapon and a combat weapon (i.e. Scientist w/ Scanner+Pistol couldn't swap back to Scanner if you switched to the pistol)
  • Added some 'non-combat weapon auto swapping' logic: If a unit has a non-combat weapon equipped (such as a scientist with an Infection Scanner), they'll automatically swap weapons to their secondary weapon upon entering combat, then swap back upon exiting combat (if not reloading). This gets overridden if you manually swap weapons, however!
  • Added a small delay between helicopter spawns if you purchase multiple helicopters at the same time (in order to fix a 'helicopter flying too high' issue when ordering a bunch of helicopters at once)
  • Improved some AI related to 'move to right clicked attack target' to fix some flaws (mimicking some fixes Attack Move already had, primarily!)
  • Fixed an issue in Vehicle AI which'd stop them from chasing their right-click attack target once they've entered combat
  • Improvements to vehicle AI for 'move to attack target' logic, to smooth it out further
  • Set up some buttons (such as weapon selection in the recruit popup) to activate 'on release' instead of 'on mouse down', to prevent 'clicking through' them onto stuff in the world
  • Added speculative fix to try to stop evac helicopters from getting 'stuck' on the Carrier's mast
  • Updated Main menu graphics
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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