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Cepheus Protocol News

The Path Finder Update - 0.7.115

[h2]The Path Finder Update - All Builds - 0.7.115[/h2]
  • Gas consumption rate for vehicles lowered by 45-75% percent depending on Combat Role
  • Further Color Pallet adjustments
  • Fixed up Presidio spawn nodes not having the CP Spawn Pod Location as the first entry in their spawn pod location arrays
  • Fixed up Presidio not being fully referenced in the Open World Infection Zone Manager
  • Added safeties to counteract two reported crashes
  • Fixed an issue with command buttons 'locking in' a building type, resulting in 'medical truck' replacing grenades, etc.
  • Fixed units with radio access still allowing call-ins in their radius if they succumb to infection conversion
  • Implemented minimap fixes+workarounds for the 'Control over zone' minimap icons not properly changing color on startup or on loading a save file
  • Buttons updated for Atlas abilities
  • Boosted mouse trace distance, allowing for movement commands to be issued even when the camera is extremely zoomed out
  • fixed distance culling on some objects.
  • Resolved an issue that was causing targets to be 'wrongfully dropped early' due to the AI thinking that more time had passed than had actually passed
  • Improved logic for threat-checking to do most checks (including threat evaluation) prior to LOS check, resulting in a lot of unnecessary Line of Sight checks being skipped now
  • Improved threat-checking logic to say we can 'see' a target if the Line of Sight to it is blocked by another valid target (i.e. if an infected is in the way of another infected, the LOS will now say 'I can see it'). This greatly helps with targeting infection pods.
  • Fixed an issue with the Repair Atlas not properly repairing helicopters
  • Updated the Repair Crane Atlas to be able to repair buildings (turrets, walls, etc. too)
  • Improved the modularity of the construction/repair actors to allow 'injecting' construction from sources other than Engineers
  • Improved the spawning of repair actors via 'SpawnActorDeferred' to ensure that they spawn with the appropriate settings such that the Repair Crane can instantly detect them (instead of having to undeploy/redeploy to spot damage to buildings that occurred while it was deployed)
  • Removed the redundant 'HealCharacter' function in favor of the existing 'HealDamage' call (which also animates a 'heal animation' for units)
  • As a result, the Repair Crane Atlas, when repairing vehicles, will also show the little 'repair gear' over them just like Engineers do
  • Hooked up Juniardi's new Undeploy images for the Atlas variants, including a Deploy and Undeploy image for the Full Fuel variant
  • Added footstep notifies to a lot of walk animations that were missing them, to fix units getting 'stuck' in a slow walk state if they were slowed by weather+slow terrain and ended up forced to use a set of walking animations that didn't have footstep notifies (resulting in them never updating their speed again since they couldn't sprint to cause the notify to update weather speed)
  • Improved Spawn Pod loading to re-run 'move out of the way' on a delay after being loaded, to fix any units that are 'stuck inside' spawn pods for whatever reason
  • Also increased its size, it wasn't catching everyone that could get stuck in it
  • Adjusted a spawn pod in PRSG4 that was a little awkwardly placed
  • Fixed two fallen fences in AIG10 that were blocking movement
  • Went through a large number of widgets, marking appropriate text as not-localizable. This includes variables, local variables, and elements of structs.
  • Fixed an issue with Infection Zone widgets not properly updating their population count when loading a save
  • Created new debug logic for tracking down issues with Chelsey System node setup
  • Tracked down and resolved several logic issues that were causing civilian tracking in zones to be incorrect (still not perfect)
  • Cleaned up some global population tracking
  • Fixed some issues with spawn pods under the Chelsey System not properly recognizing when they come under attack
  • Fixed an issue that prevented spawn pods from being built under the Chelsey System (conversions weren't being properly tracked in one area)
  • Added a safety to prevent situations where Chelsey spawns without infected
  • Improved Infection Pod spreading logic to prioritize player zones and zones across bridges (to make it harder to contain: Chelsey wants forces on each landmass now)
  • Improved infected 'interaction actor' logic to better clear invalid interaction actors (freeing up the unit for other orders, rather than letting them 'get stuck')
  • Improved 'infected conversion' tracking to also track passive conversions from pods
  • Updated aspects of the Chelsey System to be 'more modular' in managing the number of infected in a zone (i.e. when to view the zone as 'dormant', reducing the number of necessary infected based on the number of pods in the area, etc.)
  • Boosted Capture Truck gasoline tank by 75% (1750 units, from 1000)
  • Fixed units loading with the 'CP_SUPPLYTARGET' tag if they were saved while someone was delivering ammo to them, resulting in them becoming 'impossible to deliver ammo to' from that point on
  • Fixed Ammo Runners for the Ammo Atlas variants saving/loading like regular units (causing 'saved' ammo runners to appear in the world as useless scarecrows)
  • Fixed a float-from-int conversion issue for units who had more expensive refill types (like grenade launchers) that, if they require more than one Ammo Runner trip to fully fill, would receive no ammo.
  • Speculative fix to this crash: https://discord.com/channels/469412014427602944/830134157010796634/859909356462931968
  • Fixed a log crash with the new Infection Zone saving
  • Improved Atlas ammo runner loading - No longer saves/loads the runners as regular characters
  • Dead Ammo Runners are not replenished on saving/loading now (old saves will still get replenished)
  • Fix for old saves having 'scarecrow ammo runners' just standing around added: they should clear themselves when loaded now
  • Resolved 'freezing issue' involved in canceling training a unit when multiple units are queued up at the Barracks
    https://steamcommunity.com/app/979640/discussions/1/3052860266923265011/
  • Improved the 'Counterattack' logic to be checked as soon as a pod comes under attack, and to have its own 're-check' timer of 45 seconds
  • Mitigated 'offscreen clearing' logic for the Chelsey System erroneously counting cleared units as deaths
  • Also mitigated units 'mutating' into new classes causing the death counter to go up, too (not fully fixed yet, but much improved)
  • Provided a fix for the 'Select Location' minimap popup erroneously putting 'too many' red auras
  • Fixed Capture Trucks erroneously spawning vehicles (Atlas) at world origin (i.e. in the floor)
  • Improved vehicular spawning logic to prevent such situations from occurring even if a building is improperly set up for spawning vehicles
  • Collaborated with someone who reported a bug and fixed an issue of an 'invisible' Anarchist sniper
  • Adjusted Chelsey System 'counterattack' logic to target the node in trouble, rather than try to find a player zone to attack
  • Created a fix for invisible characters 'spawning' near capture points when capture trucks are not enabled
  • Improvements to Chelsey System defense response: An allotment of defense infected (up to 100) can now respond to attacks against infected territory, similar to how it worked before the Chelsey System
  • Kills on these defense infected, or striking pods, will seek to summon more
  • Fixed a minimap issue
  • Adjusted two spawn pods in Frontier Station (G3TV) that could spawn units in immovable places, to reduce the chances of that happening
  • Started refining the Chelsey System defense response:
  • Added unique clearing logic for freeing up unused defense responders
  • Added logic to try to stop defense responders from wandering off towards other objectives instead of responding to the defense objective
  • Tracked defense units on a per-node basis, instead of only inside a central actor
  • Improved saving related to this
  • Speculative fix to movement crash
  • Fixed infected deaths not 'counting' on the global population counter
  • Hooked up a new option (in the Game submenu of the Options menu) to turn off the Income Gained sound effect
  • Added logic for 'booting' an Ammo Runner from an Atlas if he succumbs to infection (instead of him still 'boarding' the atlas, then immediately attacking people when you order the Atlas to dismount)
  • Removed the 'physics breakdown' part of the Juggernaut rock projectile (due to physics not working in UE4 right now)
  • Also removed part of his the Rock impact particle FX that 'floated' in the air
  • Fixed the Zone Income indicator for a Zone not properly reappearing when reducing a Zone's infection corruption after that corruption reduced that Zone's income to 0
  • Fixed up new Grenade Throw montages not having a 'loop' section
  • Hooked up the M4 grenade throw montages over every weapon (except SCAR, which had its own) since most grenade throw montages are outdated
  • Fixed the Headshot and Rapid Fire hovertips erroneously stating '15 second' cooldowns when they both have 30 second cooldowns
  • Fixed units being able to throw grenades to 'interrupt' the flaregun animation
  • Unified some function calls related to special animations (flare, grenade throw, etc.) to make Ability buttons properly gray out if they're being blocked due to some other ability blocking it
  • Hooked up a safety: when a unit fires their gun, they will show it if the weapon was previously hidden
  • New Hanging Gardens building. Edits to grid 5 and clean-up of the initial area fro the new building.
  • Fixed a crash caused by a territory (that does not belong to the player) losing faction ownership due to infection
  • Adjusted tick rates for movement components so player units would be more reliable over long move orders when you're not watching them
  • Fixed a crucial spread bug that stopped spread from decrementing for units not using Selective Fire
  • Created a basic formation movement safety for the formation leader (in case the formation leader 'gets stuck' and thinks their move is complete when it's not)
  • Drone SFX and implementation
  • Fixed Horde Mode 'breaking' in the newer builds if the player manages to kill off a pod
  • Fixed Alcatraz not being counted as part of TreasureIsland's landmass
  • Cleaned out some old and unused location volume/base logic from the Master and the Horde Map
  • Added-in the Vehicle Nav levels to the Open World Master and rebuilt nav
  • Fixed some issues with infected 'bumping around' player units, potentially sending them flying in some circumstances
  • Fixed some unlock settings blocking out the HEMTT from being buildable if the Chelsey System is offline
  • Overhauled the HUDWidget's Recruitment Popup to be size-adjustable
  • Water Materials improved
  • various landscape/ground texture adjustments

Cepheus Protocol Strawpoll on our next Priority

As many of you know its our goal to get back on track to developing the Year 2 content but as it stands we are curious which of these perceived issues are the most pressing to you our community.

UI example
https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/33900595/30e5226db43d41d3923a006f2c807ff83de50efa.jpg

Poll link: https://strawpoll.com/jowo2v44k/r

Also catch up on the latest addition the "Atlas"
https://www.youtube.com/watch?v=dO9nA2ABYSE

Hotfix just went out - 0.7.114.2




[h2]Hotfix just went out - 0.7.114.2 [/h2]
  • Fixed an issue with command buttons 'locking in' a building type, resulting in 'medical truck' replacing grenades, etc.
  • Added safeties to counteract two reported crashes
  • Increased the Move order distance so issuing move orders/selection orders from an extremely high altitude still works
  • Fixed distance culling on some objects.
  • Applied the Crane and Ammo deploy buttons to the Atlas variants (still need undeploy variants, and a unique form for the fuel-only Atlas)
  • Fixed units with radio access still allowing call-ins in their radius if they succumb to infection conversion
  • Improved AI targeting logic:
  • Resolved an issue that was causing targets to be 'wrongfully dropped early' due to the AI thinking that more time had passed than had actually passed
  • Improved logic for threat-checking to do most checks (including threat evaluation) prior to LOS check, resulting in a lot of unnecessary Line of Sight checks being skipped now
  • Improved threat-checking logic to say we can 'see' a target if the Line of Sight to it is blocked by another valid target (i.e. if an infected is in the way of another infected, the LOS will now say 'I can see it'). This greatly helps with targeting infection pods.


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

**Public Build** - *Default vanilla build you get on first purchase. It has shifted to add the capture trucks & new infection system. No factions are present yet*
**Public Beta** - *Factions testing ground. Capture trucks turned off because they break factions has the new infection system live in it as well now . Will get more tweaks and improvements in the coming 1-2 weeks as we verify path finding/optimization is up to the level they need to be . Then we will focus on Pierce's faction first(Police) first then eventually Natalie. *
**Experimental** - *Officially closed for now as we shift to purely focusing on the Public Build & Public Beta. I.E Factions and further polish*

Patch Notes - 0.7.114.1 Improvements to Vehicle Pathing and more!

Revised Walk/ Run animations for all CERC Units plus more variants are being implemented



Finalized Versions of all Treasure Island Buildings are coming or are already being rolled out building colors/designs will be finalized throughout the next few weeks



Video goes live June 23rd at 5:45 PM PST. Featuring a basic overview of the new Atlas vehicle

https://www.youtube.com/watch?v=dO9nA2ABYSE

Expect several more patches this week ironing out random bugs/crashes. These will most likely only be documented on our Discord.


[h2]Scouting out San Francisco [/h2]

We spent an entire weekend gathering a total amount of roughly 6 thousand photos and several hours of recordings of various parts of San Francisco to help our artists understand the scope and size of our next major map




[h2]Patch notes to Public Beta, Public Build and Experimental [/h2]
  • Fixed a bug that would stop ammo suppliers from supplying ammo from the Atlas
  • Adjusted the Illumination Flare to have some modularity settings: duration and radius.
  • Duration set to 5x (making it last close to 5 minutes in total, though part of that time is launching/dying, so it's illuminating for about 4 minutes)
  • Radius set to 2x
  • Particle effects made modular at a basic level too to respect duration
  • Distance checks for launching these (to prevent overlap) also respect the duration change, now
  • added a minor flicker to the Flare (much more and it becomes a bit strobe-like and hard to look at)
  • Updated Heavy unlock cost to 2500 (from 7500)
  • Upgraded unit selection logic to fix a bug where you couldn't select units/buildings
  • Unit Selection got a total overhaul that is vastly superior to the old method we used to calculate clicks/box selections
  • Fixed offscreen selections and 'premature' selections on vehicles when box selecting
  • Added a crash fix to reinitialize unit (safeties around NewPawnSensor accessing)
  • Fixed units with a greater flight height than regular helicopters (like the Scout Drone) not properly being able to land upon request
  • Max zoom out height increased
  • Scar gun no longer causes units to slide around
  • Adjusted the Fog of War material to 'clamp' instead of 'wrap,' which prevents weird 'light artifacts' from appearing in distant terrain (was technically the Fog of War 'repeating' itself)
  • Made the Heavy class be unlocked from the start
  • Fixed an issue with Command Post med/ammo truck purchasing
  • Updated Walls to not require ownership of a zone to construct
  • Updated Turrets to no longer require unlocks to construct
  • Fixed an issue with their 'cannot afford' overlay not showing properly
  • Fixed the ammobox for the preplaced ammo truck producing an explosion particle effect when it clears itself due to Chelsey System
  • Updated the Infection Zone widget (that shows zone name, population, etc.) to appear at further distances (disappears at 50K Unreal Units now, as opposed to 35K)
  • Fixed the Capture Truck producing a default CERC building minimap icon when deployed
  • Adjusted a grid 5 spawn pod and some spine turrets due to weird positioning
  • Updated the soldier movement 'blue preview silhouettes' to respect HideUI (Used this to allow selection while a unit is firing off a flare (previously you could not select a unit that was currently in the process of firing a flare)
  • Presidio Texture and material updates
  • Adjusted vehicle spawning logic so if you mass-purchase vehicles (such as a bunch of capture trucks), they'll have a bit more of a 'gap' between spawns and vehicles are more likely to move further out of the way after landing
  • Also includes a 'move outta the way' call for a vehicle dropping in via parachute, to further facilitate clearer landings Result: Fewer 'stuck' situations for vehicles when mass ordering or move ordering them. Not perfect but better.
  • Fixed an issue with Formation Movement MpW algorithm referencing all SelectedActors when attempting to generate results, instead of SelectedMovableActors
  • Added vehicular 'speed matching':
  • Vehicle will try to stay behind soldiers if given a move order with soldiers
  • Vehicles will try to match formation leader's speed
  • Formation movement logic revamped for greater modularity and to 'order' vehicles
  • after* soldiers, so vehicles properly line up behind soldiers in all circumstances (instead of potentially having a mixed vehicle+soldier selection place a vehicle in the lead, resulting in soldiers running to catch up)
  • Soldier preview updated to match. (minor visual number issue overhead in CTRL preview vs. right click preview, but not too worried about it for now)
    NOTE: Due to this being an overhaul of the rather large Formation Movement system, there may be bugs introduced by this. Hopefully not.
  • Adjusted vehicular rotation logic to try to account for facing direction of velocity (to make the 'sliding' around other vehicles via RVO Avoidance a little less jarring-looking)
  • Adjusted vehicular formation logic to 'track' the customizable follow distance of each vehicle in the move order, to ensure vehicles with a longer 'follow distance' (due to being physically longer, like the Atlas) don't pick final move locations that are 'too close'
  • Ensured movement previews work with this, too
  • Fixed up formation movement to 'cancel out' when leader is close to their final target, rather than when leader is close to the querier's final target (which wouldn't work in some cases for vehicle convoys)
  • Fixed an issue with vehicular acceleration sometimes not 'kicking in' for vehicles that are taking non-direct paths to their final move target
  • Fixed ammoboxes not properly loading their 'nav blocking' when loading a save file
  • Fixed the Repair Atlas's crane not properly rotating to face its target in a lot of situations
    beach/beach wall fixed and replaced
  • Fixed up the power component detector to properly auto-connect gates to freshly built buildings or other gates (previously, existing gates would not be properly detected by the auto-wire system, but freshly built gates could auto-connect to other non-gates)
  • Fixed a crucial bug with the formation 'follow while in motion' system
  • Fixed an issue where a manually selected full group of units (containing a vehicle) would not properly order the soldiers in their group formation to match their unit card order
  • Improved formation speed matching: now no longer is restricted to vehicles matching the formation lead's speed, it'll now track everyone's speed and lower to match as needed
  • Separated out the 'FormationSpeedBuff' to track and utilize it more carefully
  • Improved its strength (but ensured it caps out) at greater distances
  • Reduced range at which vehicles decide to start following for formation move orders
  • Ensured they got a formation speed buff, too, so they can catch up if given a move order from far away
  • Fixed dead units being 'counted' in formation speed calculations
  • Applied a fix to 'orient rotation to movement' to combat Civilians 'sliding around'
  • Some minor performance edits to the Rally Spline
  • Tested and figured out why the buildings weren't clickable: some units were spawning
  • way* outside world bounds, and tracked it down to the Spawning Volumes
  • As such, added a 'retry' to the SpawningVolumes if someone has a location value in excess of 5 million, and a 'reject load' in the character loading should they have a similarly excessive load location
    May want to put this as the patch note:
  • Unfortunately, the San Francisco space program had to be canceled, and spawning logic that caused civilians to appear outside the Milky Way is now no longer allowed
  • Fixed a spawn pod on Presidio that was 'inside' a bridge (spawning units 'in' the bridge and being difficult to target due to this)
  • Added water to the pool,
  • Fixed a landscape height issue on the beach front where some props were floating
  • Added some more cars to the world
  • Shortened a sidewalk that was clipping with the bridge, removed 2 small patches of rogue grass clipping into a sidewalk


Our focus was all builds in the last week to improve performance and pathing

[h2]Patch notes to Experimental [/h2]
  • Updated Command Post trucks to hide (or destroy, in the case of ammo/med variants) if the Chelsey System is active


Cepheus Protocol Novelization is now available on Steam Store!
https://store.steampowered.com/app/1387390/Cepheus_Protocol_Novelization

Patch Notes - 0.7.113 Optimization Tweaks & further QOL changes to experimental

These optimization changes will be coming to the normal build with path finding tweaks after we've had more time to test.

Revised Walk/ Run animations for all CERC Units Finalized Versions of all Treasure Island Buildings are coming

[h2]Patch notes to Public Beta and Experimental [/h2]
  • Revised Walk/ Run animations for all CERC Units
  • Various optimization tweaks for larger hordes for mid-late game
  • Added logic to make the 'select location' popup occur later in the Master setup (so the player team can set up properly)
  • Updated how the Run Override button on the Command Buttons at the bottom right works:
  • Units moving in formation will stay in formation. They will run if their leader has 'Run Override' active, but not toggle it on for themselves if they do not personally have it on.
  • The button on the HUD will now update any time you change selection, instead of only when you select a Group
  • Updated Gas Attack collision to not block mouse queries (while still being able to harm units)
  • Tweaked/cleaned up some door/nav block settings on gates in relation to the vehicles-can't-pass-through bug Tested it on a save that had that issue, and the Springboks can roll on through now
  • Updated the Garrison Widget for vehicles to properly read the unit's assigned Class Icon (instead of referring to an old 'character class' variable to discern what to use)
  • Weapon meshes made a bit cheaper on the engine side
  • Fixed an issue with the Spine Thrower turret's projectile not properly ignoring friendlies
  • Hooked up units to properly apply their LOD tick rate to their current weapon, too
  • Applies on equipping weaponry, as well as when hiding/showing from FOW
  • Hooked up the LOD switching to also affect Movement Component tick rate
  • Hooked up values for military, civvies, infected, special infected, etc.
  • Re-tuned military LOD values for the Mesh tick rate, too
    Result: Units (especially civvies) seem less expensive when at lower LODS.
  • Updated runtime audio plugin for bug fixes
  • Performance improvements to infected 'overhead' widget
  • Hooked up Shadow LOD logic: Shadows will now turn off at certain LODS
  • Hooked this up to LOD 2 for now (since there's three levels of LODs, only at the greatest LOD will shadows turn off for now)
  • Also hooked up logic to turn off shadows when in Thermal Vision, and to turn off shadows on the Weapon when the character holding it turns off their shadows
  • Hooked up an option for altering the Unit Distance Shadows setting from the Advanced options menu
  • Hooked up a 'slo-mo' delegate response in the Base_Character class for the recent LOD mesh/movement component performance updates
  • Now when slow motion is utilized, visible characters will instantly update their tick rate to something equivalent on the new timescale to avoid 'stutter-stepping'
  • Shut down shadows on units that die
  • Adjusted tick rates for Interaction+Health widget components on civvies+military units
  • Created a basic 'infection area' indicator
  • Fixed some issues with the 'Select Location Infection Indicator' widgetry
  • Also made it more transparent so you can still see the map underneath it
  • Re-added 'civvie clearing' to the Spawn Node 'clear spawns' loop
  • Updated Fog of War updating to respect time dilation 'faster than' regular timescale, so its performance cost doesn't increase if the game is running on a speed faster than 1.0 (makes debugging more performant for now, likely will be useful if we implement fast-forward feature later)
  • Fixed 'hidden Civilian clear loop' erroneously clearing civilians who are infected or special infection carriers
  • Added a 'Civilian Spawn Limit' to the Chelsey System (150 for now)
  • This includes a 'soft cap', currently at 67% (which is 100 units for now), where spawn rates are reduced
  • Created a 'render state changed' delegate for the Cepheus Skeletal Mesh component
  • Hooked up the 'stopped rendering' delegate logic to make Infected clear/re-create their 'overhead widget' as needed
  • Made infected in a zone that is 'settled' (more than 50% of pods done, if memory serves) start shuffling out, despawning, or mutating at a threshold of 5 infected instead of 30 infected if there are no enemies nearby
  • If enemies nearby (i.e. players overlapping), the mutation and despawning options for that zone's Order Loop are disabled
  • Stadium wing fixed UVs version
  • Made the custom movement component's 'tick group' customizable at runtime: used this to make civilian's movement tick group shift from a less expensive 'civilian rate' to a more expensive 'infected rate' when they go hostile
  • Spread out pawn sensing via a 'random short duration deactivation' to it on BeginPlay, to reduce the stress of pawn sensing being done all in 'one lump' for groups that were spawned at similar times
  • Increased pawn sensing interval and max accepted sound age for civilians and basic infected
  • Made non-player units who become carriers 'shift to' the movement tick rate for Infected, so their movement is more accurate if they're moving to spread the infection
  • Committing early Find Floor optimization for movement components:
  • Adjusted how often units update their AI when updating their seenlist (first unit added will activate always, but otherwise cooldown will be more respected)
  • Increased 'seenlist update AI rate' and 'damage update AI rate to 1.5 for Infected
  • Increased 'seenlist update AI rate' to 5.0 and 'damage update AI rate' 2.5 for civilians
  • Added logic to reduce the number of redundant combat 'move to location' calls, to hopefully reduce navmesh strain for infected moving in combat
  • Removed the Unit Detection Spheres from the Faction units for now (needs new collision settings for them, otherwise it constantly overlaps their owners, causing their Detection Spheres to be more expensive than CERC ones)
  • Implemented new ScoutDrone model.
  • Set ScoutDrone flight height to 7500 (from 2500)
  • Changed up some logic for how unit rehiding works after being seen, to be more consistent
  • Changed up 'DelayedRehideBoost' to 'DelayedRehideInterval,' to directly set how long it takes for a unit to re-hide itself into the FOW after being seen
  • Changed the LOD optimization for player+faction units to reduce 'close-up stutter' w/ help from
  • Anim fixes for HEMTT crane
  • Adjusted how Silencers/Suppressors are handled: They're now spawned in/despawned as needed, rather than always being a component on each weapon unless manually destroyed
  • Adjusted how often units update their AI when updating their seenlist (first unit added will activate always, but otherwise cooldown will be more respected)
  • Increased 'seenlist update AI rate' and 'damage update AI rate to 1.5 for Infected
  • Increased 'seenlist update AI rate' to 5.0 and 'damage update AI rate' 2.5 for civilians
  • Added safeties to pod/tower clearing in zones to ensure that a Tower won't be erroneously left behind and considered 'alive' after its destruction
  • Added safeties to 'PassDamageToAI' and and the Infected 'AIDetermineStateTree' to prevent logic from running if frozen or ragdolling at the moment
  • Added logic to reduce the number of redundant combat 'move to location' calls, to hopefully reduce navmesh strain for infected moving in combat
  • Removed the Unit Detection Spheres from the Faction units for now (needs new collision settings for them, otherwise it constantly overlaps their owners, causing their Detection Spheres to be more expensive than CERC ones)
  • Added logic to make Civilians have a different and higher 'not visible tick rate' until they get infected
  • Fixed some issues with the 'Select Location Infection Indicator' widgetry
  • Also made it more transparent so you can still see the map underneath it
  • Fixed some construct widgets being 'reverted' to default settings
  • Fixed some construct widget performance options (i.e. turned off collision, turned up tick rate, etc.)
  • Added logic to make the 'select location' popup occur later in the Master setup (so the player team can set up properly)
  • Added a basic 'ammobox clear' to Infection Pod construction, so if an ammobox is overlapping the pod spot it'll clear out the ammobox (may need more radius, though)



[h2]Patch notes to Experimental [/h2]
  • Minor BP error fix for Capture Truck
  • With an extra 'safety check' for if Capture Trucks are enabled, a zone owned by Chelsey will 'revert to neutral' instead of remaining infected-but-yellow
  • Added a fix to the 'PackUp' logic for the 'select starting location' to prevent units from spawning 'halfway into the floor'



Cepheus Protocol Novelization is now available on Steam Store!
https://store.steampowered.com/app/1387390/Cepheus_Protocol_Novelization