[h2]Cepheus Protocol AMA/Showcase[/h2]
Make sure to tune in to the AMA/Showcase in late August. We'll be answering your questions live and also announcing something
big during the event (we promise it's awesome, it's something a lot of you have been asking for!).
Here's last weeks dev rollup from 7/31/20! We will be live streaming every
Friday at 6 PM PST on our steam store page
[previewyoutube][/previewyoutube]
Join our Discord where you can leave your questions in advance as well! The date and time will be announced soon!
[h2]August 2 Patch Notes (0.7.44. 0.7.45 and 0.7.46)[/h2]
- Hidden Graffiti added around the world
- Further refinements to help sight-lines of discovering infection buildings
- Various Collision adjustments to improve gameplay and reduce units getting stuck
- Scout Car now buildable from the CERC Tent (Public Beta Only)
- More Hit reactions added to special infected
- Grenade Throw visuals were improved to better depict throwing status
- Pier Catwalks had their collision tweaked
- Mortar unfold and loop SFX added
- Negative Notify SFX added for failed grenade tosses
- Hordes will now utilize formations and greater tactics to encircle and destroy you
- Farming or constantly laying siege to a zone will signal other zones to send backup or even trigger a horde attack to counter attack you or nearby grids in an attempt to get you to back off
- Day and Night fog of war adjusted to make it clearer the distinction of where you can see and cannot
- Resolved a Horde attacking bug that caused them to malfunction and fail to attack
- Cleanup of unnecessary infected spawns across the map so their resources are freed up for horde/defense attacks
- Floating objects adjusted in Grid 07(Gated Living Community)
- Bug fix to stop winters from spawning at odd rotations
- Collision pass around the marina to stop infected from spawning in the water
- More detail props/assets to the beach and resort zones
- T-UGS deploy and loop SFX added
- VR was disabled as it was accidentally triggering on some users with Steam VR installed
- MG and Missile turret SFX added for deploy and loop
- Garrison logic for the scout vehicle so units stationed inside can shoot and defend the car as it moves (still W.I.P we are still tweaking this in the public testing realm)
- Turrets now only play their Idle SFX when powered
- Degarrsion button added to Scout vehicle(Public Beta)
- Scout car now has 360 vision and will share enemies to the people inside to allow them better situational awareness to help defend infected attacking
- Right clicking while having a scout car will tell all units inside to focus fire if they have LOS (Public Beta)
- Various rails had their collision adjusted to stop infected from falling into the ocean
- Scout car explodes and kicks out all units when killed (Public Beta Only)
- Cleaned up Walking Animations for CERC units
Important message about your saves: In preparation of the Factions system, you'll start seeing the (currently) untextured area of the map slowly get updated.
Until next time, good luck in Treasure Island!