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The Pathfinder Update Bug fixes - 0.7.118

In case you missed out last developer update video
Watch it here!
https://youtu.be/nVrwXehllzg


[h2]The Pathfinder Update Bug fixes - 0.7.118[/h2]
  • Various floating objects and improper collision assets were refined
  • Chainlink footstep sfx assets
  • Collision system revamp for how we handle interactions between objects
  • Fixed command post truck locations 'blocking out nav' even when Capture Trucks are enabled (it wasn't properly removing its nav in reaction to Capture Truck enablement)
  • Fixed Capture Truck, Scout Drone, and HEMTT purchase buttons not displaying why they're not purchaseable if you don't have the money
  • Updated the Medical Truck and Ammo Truck purchase buttons from the Capture Truck to better display their name when you cannot afford them, and made that portion of text on the button shrink instead of wrap if it doesn't fit
  • Added new 'ThreatBoostToStructures' value to Base_Character, to boost their perceived threat from enemy structures (Used this to make the Juggernaut more likely to target structures, so he doesn't get as easily confused by walls)
  • Updated unit entry to garrison(s) to offset the garrison entry by the garrison capsule's halfheight, so units won't get easily 'confused' when trying to move to garrisons (in short: units are less likely to ignore an 'enter vehicle' order)
  • Brake lights for vehicles that are not moving
  • Made the Capture Truck call-in button 'highlight itself' when it's added
  • Bolstered Chelsey System's hive health by 3x, and made it less vulnerable to fire
  • Tons of Misc level design changes across the board to improve navigation and accuracy of shots
  • Updated Barbed wire meshes
  • Added a new option to the Engineer doctrine for double layered barbed wire


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

Cepheus Protocol Dev Update #7 San Francisco North Update

Our next developer video will be premiering at 9:30 PM PST.

Watch it live here!
https://youtu.be/nVrwXehllzg

The Pathfinder Update Bug fixes - 0.7.117

[h2]The Pathfinder Update Bug fixes - 0.7.117[/h2]
  • Fixed up a proxy actors causing backtracking issues with vehicles
  • Improved move proxy logic between Presidio and Southern Treasure Island via the Dutchman's Bridge
  • Completed a 'loop' of vehicle nav on the eastern side of Angel Island to prevent vehicles from getting confused in the woods
  • Added a move proxy to the southwestern side of Angel Island to resolve a backtracking issue when traveling from Treasure Island South to Angel Island
  • Added a move proxy to the middle of the Angel IslandTreasure Island South bridge for movement between Angel Island and Treasure Island south, to resolve a movement loop created by previous fix
  • Added new vehicle nav to Grid 2 to resolve awkward vehicular movement inside a fenced locations
  • Updated the Command Post trucks to properly reappear if the Capture Truck system is not active (they were erroneously tied to the Chelsey System's presence)
  • Resolved an issue with Tier 2 Gates blocking vehicular travel in certain circumstances
  • Added some rudimentary 'collision ramps' around the Presidio-sided edge of the southern bridge between Presidio and Treasure Island South
  • Fixed some trees near there, too
  • Added some additional vehicle nav to the Grid 10 Naval Base (to fix move orders near the fence messing up)
  • Added more navblockers on the landstrip on the west side of Treasure Island SouthNorth, to prevent units from walking off that cliff or spawning there
  • Added navblocker to a spot between G6G7 to stop soldiers from getting stuck In response to this thread post ( https://steamcommunity.com/app/979640/discussions/0/3057365237538115481/ ):
  • Split the First Names list into three arrays: Unisex, Male, and Female
  • When requesting a First Name, 20% chance of Unisex First Name array being used. Otherwise the first name will be chosen based on the requestee.
  • Added more first names to both Male and Female lists (mostly based on Top 100 Male/Female American first names, favoring shorter names)
  • Updated the Ammo Runner logic to fix an issue with restoring ammo for vehicles
  • Updated Cerberus BMG, Mortar and 105mm to have larger ammo supply costs
  • Fixed an issue where a Capture Truck could claim more than one territory if you interrupt its deploying sequence
  • Implemented a fix for loading Shredder Rounds unlock (or unlocking it fresh) to prevent Chelsey from ignoring the Shredder rounds


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

Zelos(CP Truck) Now live - 0.7.116

[h2]Zelos(CP Truck) Now live - 0.7.116[/h2]
  • CP truck replaced with HUMVEE mesh new animations added
  • Resolved an error with the intra-zone travel system erroneously overwriting the final move command target with the movement proxy value when units cross between zones
  • Updated the Presidio bridges to use two move proxies each, instead of one, with each landmass only referencing the far move proxy
    (this smooths out some move orders and helps confusion or backtracking)
  • New Capture Truck UI
  • Vehicle nav levels updated to reflect feedback given to dev team
  • Fixed the civilians being tagged to spawn move endpoints
  • Adjusted Angel Island move proxies (include bridge move proxies) to resolve some reported move issues (needs more testing but hopefully should help)
  • Fixed the civilians being tagged to spawn move endpoints
  • Fixed a crash caused by loaded units attempting to play a montage before their AnimInstance is initialized
  • Also implemented a fix so Capture Trucks will retry playing a montage if they end up calling this too early due to being loaded
  • Remade missing naval base area marker
  • Improved landmass manager pathfinding logic to better account for the user's nav query
  • Move proxies are now no longer automatically disqualified if no direct path can be found to them (instead, the direction vector towards them has its length multiplied by five, then used in the relative length calculations for determining which path would be best)
  • More considerations are added regarding utilizing intra-zone vs. inter-zone move proxies (so situations like crossing the river between Treasure Island and Angel Island result in still choosing a proxy to assist movement, rather than choosing no proxy and staring across the water)
  • Move proxies between North and South Treasure Island 'split' into two, like with the bridges
  • Intra-zone move proxies marked with the zones they 'link together', for certain move query results
  • Result: Several 'difficult' move issues either been heavily mitigated or resolved (see this post for an example:https://discord.com/channels/469412014427602944/705202412562022400/864928049777606657 ). Still some outlier issues (some refinement needed for Treasure Island North->South movement and vice-versa), but overall movement should be superior to the way it was before this work session


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

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