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Cepheus Protocol News

Patch Notes - May 28 Public Testing Branch (version 0.7.21)

[h2]May 28, 2020 Patch Notes (version 0.7.21)[/h2]

Keep in mind this patch is currently under testing on the Public Testing beta! It should be live within a day or so! Feel free to hop in and give it a go!

-UI: Dropdown and unit place arrows too small (resized them).
-UI: Main Menu URLs too small to read (resized them).
-Collision: Infected spawning on things (collision tweaks across the island).
-Structures cannot be destroyed (barbed wire and certain object types have been fixed).
-Level Design: units/turrets having trouble shooting in Marshlands or elevated enemies (fixed).
-Gamma configuration tool (added).
-Weapon ammo status added on top of units, configurable in ROE tab (fixed).
- Units falling through the docks (fixed).
-Unit names save through save system (fixed).
-Gameplay: Sandbags/barbwire being built on objects (fixed).
-ROE need to save through save system (fixed).
-Blow Up Guy and Spitter damage issues (fixed).
-Formations save support (fixed).
-Collision: CERC units stuck when around certain CERC Buildings I.E Barracks (fixed).
-Gameplay: Turrets don't shoot over sandbags (fixed).
-Units aren't reacting quick enough to melee attacks (fixed).
-Tutorial sliders (fixed).
-Gameplay: Hard to get units into fast travel vehicle. (fixed).
- Horde/Standard Infected ignoring player units (fixed).
- Night Vision Ability for Spec ops made more visually clear.
- Fast Travel cars made easier to enter/exit.
- Impostors added to the Trees around Treasure Island to make rendering them much cheaper at higher elevations.
- Stilted towers structure optimization.
-Adjusted Grid10 water tower placement and fixed some duplicate props.
-Improved melee radius for BlowUpGuys, and added a larger radius for their jump attack melee trace.

More fixes are on the way over the next few days stay tuned!

ICYMI:
As we move closer to completing the first stage of our Road Map, we're glad to announce that major changes were implemented in terms of bug fixes and stability. In most cases players should see a 50-60% decrease in load times and a huge drop in RAM utilization. We are still actively working in areas where the FPS drops 10-15 frames and are confident we will have them fixed within the next week.

We hear you guys and in the next few days we will write an article on Indiedb outlining all the community changes that will added to the game within the next few weeks based on your feedback. A lot of them have a focus on replayability, quality of life, and set the stage for the upcoming Factions update in the next few months. We're also happy to announced that Autoloaders are coming very soon for turrets as an optional upgrade!

Our Discord will also be getting a revamp in terms of roles for people that don’t want to always get pinged by “everyone" tags and we'll be searching for Moderators in the coming days. We'll post a Google form application for anyone interested in being more involved with our team and the game. Mods will help us look at every piece of feedback so we don't miss anything.

Until next time, good luck in Treasure Island!

Patch Notes - May 27 (version 0.7.20)

[h2]May 27, 2020 Patch Notes (version 0.7.20)[/h2]

Keep in mind this patch is currently under testing on the Public Testing beta! It should be live within a day or so! Feel free to hop in and give it a go!

- Major engine overhaul from 4.22.3 to 4.25 (brings destruction and a bunch of optimizations to the engine itself).
- Vulkan and Directx 12 are still experimental for now (here be dragon's!).
- Command Window selection bugs resolved.
- Selecting a CP post will now remove the Patrol and other misc. unit buttons. You'll see more of this as we remove unnecessary information when you select buildings that have no need to show such graphics.
-Dynamic Lighting optimization passes.
- Fixed sandbag and barbed wire not being destructible.
- Gamma calibration window added to first launch and configurable from settings (basically brightness adjustment). This will help for any players that had a very dark screen at night.
- Increased arrow size on unit cards based on user feedback.
- Doubled the spawn rate of samples in recruit mode to balance out the reduction in infected so its less of a grind.
-Dozens of meshes across the level optimized and tweaked for better performance.
- HLODS updated across the island.
- Foliage wind effects adjusted so they weren't as expensive when you zoom the camera out.
- Navigation optimization to stop infected from being able to spawn on objects I.E low level walls and rocks.
- Fixed an issue that would break the reload ammo keybind preview in the command window.
- LODS were tweaked to make them more aggressive across the island.
- Touched up the text to remove any kinda blurriness on the player HUD.

More fixes are on the way over the next few days stay tuned!

ICYMI:
As we move closer to completing the first stage of our Road Map, we're glad to announce that major changes were implemented in terms of bug fixes and stability. In most cases players should see a 50-60% decrease in load times and a huge drop in RAM utilization. We are still actively working in areas where the FPS drops 10-15 frames and are confident we will have them fixed within the next week.

We hear you guys and in the next few days we will write an article on Indiedb outlining all the community changes that will added to the game within the next few weeks based on your feedback. A lot of them have a focus on replayability, quality of life, and set the stage for the upcoming Factions update in the next few months. We're also happy to announced that Autoloaders are coming very soon for turrets as an optional upgrade!

Our Discord will also be getting a revamp in terms of roles for people that don’t want to always get pinged by “everyone" tags and we'll be searching for Moderators in the coming days. We'll post a Google form application for anyone interested in being more involved with our team and the game. Mods will help us look at every piece of feedback so we don't miss anything.

Until next time, good luck in Treasure Island!

Patch Notes - May 24

[h2]May 24, 2020 Patch Notes[/h2]

Small patch with an incremental update to optimizations, bug fixes, and more!

-HLOD and texture streaming data rebuild in some areas for optimizations. Depending on builds, players might even see 200 FPS.
-Discord integration progress.
-Steam Achievements enabled (30 or so more are on the way).
-Boats optimized near pier zones.
-T1 and T2 turrets resized so their barrels will be at a higher elevation.
-Tree placements adjusted across the map to free up movement lanes.
-Several rock formations smoothed out to stop hordes from malfunctioning around them.
-Bug fixed that could cause your assault to enter a state of building sandbags and turrets at the same time.
-Main Menu Sequence updated.
- UMP, Scar, P90, MP7, MK14 have new metal finishes, the textures camos have been removed.

More fixes are on the way over the next few days stay tuned!

ICYMI:
As we move closer to completing the first stage of our Road Map, we're glad to announce that major changes were implemented in terms of bug fixes and stability. In most cases players should see a 50-60% decrease in load times and a huge drop in RAM utilization. We are still actively working in areas where the FPS drops 10-15 frames and are confident we will have them fixed within the next week.

We hear you guys and in the next few days we will write an article on Indiedb outlining all the community changes that will added to the game within the next few weeks based on your feedback. A lot of them have a focus on replayability, quality of life, and set the stage for the upcoming Factions update in the next few months. We're also happy to announced that Autoloaders are coming very soon for turrets as an optional upgrade!

Our Discord will also be getting a revamp in terms of roles for people that don’t want to always get pinged by “everyone" tags and we'll be searching for Moderators in the coming days. We'll post a Google form application for anyone interested in being more involved with our team and the game. Mods will help us look at every piece of feedback so we don't miss anything.

Until next time, good luck in Treasure Island!

Patch Notes - May 23

[h2]May 23, 2020 Patch Notes[/h2]

Big patch with a ton of new optimizations, bug fixes, and more!

-Build size is now reduced from 11 GB to 6 GB.
-Mass Optimization to texture sizes across the board (we will release a 4K Texture Resolution in the future for those 4K enthusiasts out there - we're not forgetting about you!).
-Infected and CERC units should no longer spawn stuck inside vehicles.
-Units should no longer fall through the piers and Marina areas.
-New HUD UI elements introduced.
-New Assault missile and machine gun variant meshes implemented.
-Further UI optimizations.
-Gun textures changed to generic metal finish - more changes on the way.
-Tessellation removed from build as it was causing too many performance issues.
-Burning Fire VFX removed while we rework the particle effect.
-LOD’s added to Chelsey and Winter.
-Cliff textures reduced.
-Music adjusted so its not as sudden and gives more time for fade in and fade out.
-Intro Music lowered so you can hear the narrator more clearly.
-CP posts can now be destroyed by the infected (meaning they have to destroy the upgrades you buy first before they can take a zone).
-Infected pods now do not just spring up after a zone is taken but instead “grow” in numbers. Starting with 1 pod at 0 Health while it builds to max health. Afterwards, it grows more pods and they will show up over time.
-Various adjustments to optimize the navigation around certain key zones including the esports arena.
-We are aware of the issues the tree placements are causing in the beginning island. We're revising their placement at the moment to support better movement through them.
-Special Abilities now are timed to work flawlessly while in slomo. Grenades and setting up bipods act as they do when slomo is off and there is no UI lag or delay anymore!
-Weather system was slightly optimized for performance.
-Slider typos and loading screen typos fixed.
-Camera move speed option added to Controls. Default speed set to max.
-New Minimap graphic.
-New Weapon market for buying weapons and viewing their stats.
-Helicopter SFX levels adjusted.
-Expanded UI Command window.
-Class dialogue adjusted.
-Several crash fixes.
-Pier 4 should not randomly disappear anymore.
-Barbed wire no longer becomes sandbags when loading a game.
-Defense teams have a brand-new UI.
-A Yes/No confirmation has been added when deleting a save game.
-Gates don't lose power and won't malfunction. I.E if you placed a generator and then destroyed it, they would sometimes remain "ON".
-Walls now give proper refunds when deleted.
-Turrets and Buildings now have tool tips.

More fixes are on the way over the next few days stay tuned!

As we move closer to completing the first stage of our Road Map, we're glad to announce that major changes were implemented in terms of bug fixes and stability. In most cases players should see a 50-60% decrease in load times and a huge drop in RAM utilization. We are still actively working in areas where the FPS drops 10-15 frames and are confident we will have them fixed within the next week.

We hear you guys and in the next few days we will write an article on Indiedb outlining all the community changes that will added to the game within the next few weeks based on your feedback. A lot of them have a focus on replayability, quality of life, and set the stage for the upcoming Factions update in the next few months. We're also happy to announced that Autoloaders are coming very soon for turrets as an optional upgrade!

Our Discord will also be getting a revamp in terms of roles for people that don’t want to always get pinged by “everyone" tags and we'll searching for Moderators in the coming days. We'll post a Google form application for anyone interested in being more involved with our team and the game. Mods will help us look at every piece of feedback so we don't miss anything.

Until next time, good luck in Treasure Island!

Patch Notes - May 18

[h2]May 18, 2020 Patch Notes[/h2]

[h3]Mission Based Tutorial[/h3]
Thank you to everyone that has been sharing feedback and suggestions with us! We hear you and one of the biggest things we saw is that the learning curve can be a little steep for some, which is why we're working on a mission based tutorial internally and will be testing it out soon for release.

[h3]New HUD[/h3]


Let us know what you think about the new HUD!

[h3]Patch Notes[/h3]
-Pier in Grid 04 moved to HI to stop units falling through the map.
-Control Points can no longer be taken by infected unless they destroy your upgraded buildings on the point itself first.
-Trucks that are not purchased by the player won't have to be destroyed by the infected.
-If the infected destroy a truck without capturing the post, the player can repurchase the truck.
-Externalized the weapon market widget.
1)Redesigned it to be wider and taller, to let the player see the entire inventory w/o scrolling.
2)Removed the individual weapon market widgets from each unit's team panel.
-Added data collection disclaimer when first opening of game (previously this lived in the Game menu).
-Marina area is being worked on and optimized (players will see untextured blocks for now).
-Imported new assets for the new HUD.
-Fixed an issue when loading a game with barbed wire: the barbed wire had the wrong 'mesh' set, causing it to appear as sandbags when the game is loaded.
-Turned off shadows on grass and flowers, switched all the foliage from movable to stationary lighting.
-Attenuation adjusted for grenades.
-Cleaned up some sound functionality.
-Made selecting a unit through the team panel also play the selection noise.
-Made selecting a team through the select all button/keybind play the selection noise.
-Health logic added to medical truck when it's purchased.
-Re-enabled health bar logic for command post click truck.
-Streamlined some weather logic in the GameState.
-Slowed down the fog update rate.
-Increased fog tile size.
-Quick change to Game Instance values (for later, when we re-add FOW slider logic).
-Cleaned out several unused components for optimizations.
-Trimmed out a bit more from Infected Pods/Gas Towers.
-Adjusted several UI widgets to have less rapid update rates.
-Unit health bar and interaction widget now will respect global timescale, so they will update at the same rate in slomo too.
-Trying new camera angles, more muzzle flashes, gunfire light flashes, sounds. Scientist calls on assistance during spitter attack.
-Trello link added to main menu as a shortcut.
-Added small top right tutorial into game options save system to allow disabling from game options.
-Adjusted last slide to make text readable.
-Pause rebinded from F12 to Num . manual dev key.
-Topology and UV mapping changes to grid 3 pier mesh.
-Adjustment to drawbridge collisions.
-Hooked up the hide/show logic and assets for the call ins.
-Changes to grid 3 layout.
-Updated the mission display widget to new version (w/ text color changes, etc.).
-Unused Mat and Texture deleted.
-Removed a lot of deprecated buttons (and related functionality) from the HUD and PC.
-Updated the unit health bar in-world widget to have green for health.
-Updated all the vehicles to reduce texture loading sizes.
-Hooked up new left/right buttons on the team panel.
-Hooked up bottom-left canvas updates:
1)Mini-map background updated.
2)Thermal vision, ROE, pause, mini-map legend, and zone marker toggle buttons moved to bottom left and updated with new images.
-Hooked up new middle canvas updates:
1)Away and Defense team buttons, Select All, Horde Countdown, DNA, and Money tracker style changed.
2)Updated the DNA/Money added text animations to match (and added + and - icons to the indicators).
-Created a 'shrunken mode' for the Team Panel that omits the background and soldier button and 'squishes' the rest together.
-Ensured selection button, group button, and team drop down still work when shrunken.
-Hooked up the Zone Manager income text.
-New animation that plays when Zone Manager Income is added, as opposed to regular income.
-Updated horde countdown to keep the 'Horde Activity' text there while horde is currently active.
-Removed the Riot Shield from the Assault class.
-Upped Chelsey's combat timeout time.
-Added logic to Chelsey's AI to allow her to attack command post trucks.