The Pathfinder Update Fix #7 - 0.7.125
Letter from the Producer #1
https://steamcommunity.com/games/979640/announcements/detail/2970672485634875929

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 #7 - 0.7.125 All builds[/h2]
- Fixed up broken sandbag construction logic (conversion to 'soft reference' silently broke pins in the 'starting player field constructions' functionality)
- Buildable from a Capture Truck the Command Tent is now added| Command Tent retains control of the zone for you
- Any med/ammo tents you had on the Capture Truck responsible for building the Command Tent will transfer their owner pointer to it from the truck (allowing the truck to mobilize without losing the already built med/ammo tents)
- Command Tent price varies based on how much raw zone income you have access to (money lost due to infection is not factored into this).
- Changed up the update logic for the initial 'set-down' of a building, when constructing them, to stop it having a small delay where the building has not yet done its 'can build here' check (to stop a bug where players could, if they click really quickly, 'build anywhere')
- Similar fix for wallbuilder, from the building builder
- LMG - U100 added ver 1.0 replaced base MG for Heavy
- Improved ammobox reloading to not falsely show an empty ammobox as full
- Also they will keep their 'auto-destroy' timer's duration between saves/loads now
- Improved loading of units so that, if the player has auto-reload enabled, units who load with not-full weapons will start their idle-reload timer
- Improved laser sight logic: if a unit in a loaded game (who has not seen combat since load) reloads, his weapon will no longer have a weird laser sight issue until seeing something
- Added a 'SelectAllGroups' keybind to key 0 (was previously bound to an old function for the Away Teams, which was DOP)
- Fixed it not spawning in a damage character (it can now be attacked by infected)
- Fixed several saving/loading issues
- Updated several underlying infection zone-related systems to prevent constructing more than one tent in the same zone
- Updated units to have an array of UnitMerchant strings (instead of only one) so they can be purchased at multiple different building types: used this to make the Engineer+HEMTT purchaseable at both the CaptureTruck and CommandTent
- Fixed up the nav to be a bit bigger for the command tent (so units won't get stuck on it)
- Hooked up the Command Tent minimap+button icons
Result: Basic Command Tent logic is online, and seems to work well through saves. No special population tent or income boost logic online yet, though.
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/