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Cepheus Protocol News

Patch Notes - May 10

[h2]May 10, 2020 Patch Notes[/h2]

Before we dive into the patch notes, the team has been working on a new UI and we want to hear from you! What do you like, what would you change, anything else you'd like to see? Hit the "Discuss" button below and let us know!



If you had to pick between ammo showing on top of unit member's heads or notifications like "Reload!"?


-Significant optimizations have been made and graphics set from Low to Medium will see a huge FPS improvement. The team is still completing optimizations on graphics set on High and above.
-Chelsey AI Update:
1)Chelsey will now always seek to capture a priority zone if she doesn't own it but has territory adjacent to it.
2)If Chelsey has all priority zones visible to her, but owns priority zones that are not already level 2, she will focus on leveling up her owned priority zones that are under level 2.
3)If both of the above are false, she will behave as she did before.
4)She will prioritize a defensive bubble around her starting HQ. She will fortify and maintain these locations more effectively to max them out.
5)She will after a certain period of zone captures switch roles to staying under the protection of Red Zones and alternate between them to stay a moving target every 10 minutes or so.
-Added a 'ClearSaveLogic' call to the PC - to call when loading an empty save slot, to ensure Winters won't spawn alone.
-We made some save system improvement and in doing so there may be some issues with the current system (we recommend you delete your save slots and start over). We're still working on smoothing this out.
-Mini map has now been updated to show bridge.
-Loading a non save game after saving a game doesn't make Winter spawn alone anymore.
-Fixed a positioning issue with the turret ammo widget.
-Fixed stop montage crash.
-Armored Military Vehicle Material ID and texture map merged.
-Committing progress on texture resizing/clearing for optimizations.
-Adjusted 1k textures to trees.
-Downsizing/fixing several landscape textures for landscape and trees.
-HLOD regenerated for high impact buildings.
-Enabling Streaming on some textures as they were requiring more to render (another big win in optimization).
-Resized the title textures and made them streamable.
-Fixed resolution+streaming setting on numerous Team Panel assets.
-Resized+streaming-enabled market-related images.
-Resized+streaming-enabled more HUD images.
1)Due to scale of minimap 'size' button, it was changed as to not scale up with the minimap widget, so pixelation won't show.
-Updated RefillAmmo to loop through for every mag that it can give to available units.
-Updated the notification logic with a structure so it doesn't spam the notification feed.
-Fixed up the OldTown textures folder (they were 1048 instead of 1024.).
-Firetruck completed, uvs adjusted, and fixed.
-Firetruck material LODs generated for cars, some textures lowered, slow motion sound effect added.
-Ambulance texture added and fixed back window.
-SUV update.
-Sports car update.
-Weapon fix for reported crash.
-Improved readability of several fog of war actors.
1)Added fog of war settings to the GameInstance.
2)Updated the OptionsSave to include the Fog of War settings.
3)Added Fog of War quality and update sliders to the Game Options tab of the Settings menu.
-Certain wall collision adjusted for CERC units to fire over
-Fixed ragdolls and other various objects.
-Weapon physics adjusted so they won't roll around when soldier dies.
-Added Stop Montages when a character dies and start the Ragdoll shortly after.
-Added a safety to the Master to (after a short delay) grab Winter and zero out her pitch and roll.
-Added a 'MajorChangeDelegate' call into the LateLoad when reloading characters, to ensure their interaction widget will properly display their name.
-Updated fast travel to utilize a sphere radius and sprite, rather than a visualized box component. Also fixed the Naval Base garrison position.
-Quick fixed a fast travel issue.
-Disabled FOW dynamism and options setting for now.
-Fixed barracks intercepting right clicks.
-Made "cleared-but-uncaptured" infection zones repopulate their spawn node if left alone for two time-updates (i.e. 6:00 and 18:00 call a time update).
-Dropped update rate for Minimap POIs to twice a second (from 24 times a second).
-Added water and landscape materials for lower graphics settings.
-Removed landscape splines from Grid2 park.
-Adjusted LOD for some landscape components.
-"Tilted towers" update to material usage.
-Imported assets for minimap and crosshairs.
-Applied boat/truck minimap points of interest.
-Skybridge mat and mesh update.
-Cleanup of OldTown materials+textures.
-Added music manager shift to Base_Character C++.
-Fixed up some points of interest issues in the Master.
-Updated the POI size for the fast travel points.
-Reduced size of bark and large leaves.
-Fixed broken textures by adding the alpha back in and reduced sizes.
-Resized decals from emergency room and city asset pack.
-Horde system fix for preventing horde countdown from 'getting stuck'.
-Adjustments to pod infected dying oddly.
-Implemented new cursors (with offsets so they're lined up with mouse clicks).
-Car floating fixed across all instances across map.
-Landscape adjustments to fix the sinking goal near the pool in grid 06.
-Gave rain effect a much needed improvement (more opaque, more realistic).
-Resized textures so that they are on a power of two.
-"Defense team cannot move there" cursor update added (now it's easier to know where units can be moved to).
-Nerfed Flamethrower reserve ammo and mag (it was a little too OP).
-Horde is more aggressive towards attacking your zones and neutral zones player doesn't own taking the role of Chelsey around mid-game as the primary aggressor.
-Updated more zones to be marked priority.
-Updated player-owned Command Post icon to blue.
-Updated Hospital to start at level 2.
-Zone markers changed to white when they arent owned
-Zone markers changed to blue after being captured by CERC units.

Patch Notes - May 9

[h2]May 9, 2020 Patch Notes[/h2]

- LOD's added to more assets across the levels
- Texture sizes reduced for grass and other misc objects
- Firetruck Optimized
-Refill Ammo now will refill the max amount (Will no longer require you to spam the button)
- Streaming tweaked for dozens of textures to make it more aggressive on when it starts
- Armored Car fixes
- SFX added to Thermal Toggle and other various UI
- Away and Defense team now have audio cues to alert you they are under attack
- Save bug resolved on UI

Patch Notes - May 8 (Embargo is Over!)

[h2]May 8, 2020 Patch Notes[/h2]

- Light aspects removed from various light posts that were causing performance issues
- Merged Parking Complex, Arena, Seaside Hotel and City sign Optimized Further
- Trucks , Mustang and various other vehicles have had extensive optimization passes(More Coming)
- Save System is now fully in and enabled inside the menus(try it out!)
- Barracks adjusted for performance
- Switched all glass to hospital variant (Simplified)
- Resolved the Main Menu Loop bug (Seeing the Dev level if you wait long enough when the main menu loops)
- Away/Defense team under attack, carpet bombing sfx have been revised and now sound better
- Police Car has been reworked
- Sedan has been reworked
- SFX added to the Little Bird takeoff Sequence on start
- Adjusted CERC units so they are less likely to float of the ground
- Slot Based save system added to main menu
- Motion Blur forced off on Player Camera
- Adjusted a bug that occurs when you zoom in to far that causes mouse controls to become inverted
- Upcoming DLC added to last slide of tutorial
- Overlapping Cars on bodied adjusted around the level

Patch Notes - May 6

[h2]May 6, 2020 Patch Notes[/h2]

-New Parachute for ammo drop added with fully animated effects.
-Fixed infected pods no longer showing in thermal vision properly.
1)Fixed custom depth.
2)Fixed pods not rendering mesh in Thermal Vision (so they don't just show the 'effect').
-New parachute mesh and animation
-Fixed the Ammo truck/barracks from showing the parachute.
-Key bind settings added still not mappable but works for information(Coming very soon to be mapable)
-Hooked up spawn node saving logic:
1)Saves active pod locations and damage.
2)Saves spawns in the master, so infected won't 'respawn' when player reloads while in an active spawn node's radius but rather just be reloaded like the team (not fully functional for special infected yet).
-Improved player cam saving logic to include target arm length, so player won't have to zoom back out.
-Added thermal vision energy saving (so thermal vision energy properly saves, and starts recharging automatically if not full).
-Made player units invincible until late load function finishes running, so they won't glitch out the team panel if they die while the load is underway.
-Fixed the unit detection sphere not having a root component.

Patch Notes - May 5

[h2]May 5, 2020 Patch Notes[/h2]

-Game Options expanded to include Data collection opt out.
-Tutorial Screen added as an option.
-Little Bird and Sky-crane animation tweaks to perform better visually in-game.
-Landscape adjusted around Draw Bridge to improve collision.
-Placeholder Carousel and Ferris Wheel meshes added to boardwalk.
-Street Light collision adjusted so they won't stop Type-06 Special Infected from being able to walk in certain areas.
-Navigation optimized so infected will not get stuck in various locations around the map.
-Control Post moved to the Museum to prepare for the Factions DLC post launch.
-Buildable Turrets added to the Assault Class (Tier 1-50 Cal, Tier 2-Missile Turret for Special infected)
-Turrets have their own ammo reserves and will have to be refilled.
-Various HLOD's updated across the island.
-Field Construct now properly gets canceled out with move orders.
-Chelsey adjusted to flee more often early game and not harass the player as much.
-Preloading screen added for slower computers so you don't see our dev map (sorry not sorry!)

Horde system will be our focus in the next few days so stay tuned, save system is scheduled for Wednesday or Thursday's patch.