1. Cepheus Protocol
  2. News

Cepheus Protocol News

Patch Notes - July 16 (0.7.41) New Island Changes Live, Dozens of Bug fixes

[h2]July 16 Patch Notes (0.7.41)[/h2]

You'll find treasure island a lot less hospitable going ahead after this update especially in directors cut...


Patch Notes:

- Horde Attack V2 implemented
- Various Landscape adjustments to improve path finding
- Negative Cover introduced into various zones across the map
-Lowered tree fade distance.
-Certain trees and foliages were adjusted as their Density was to extreme
-HLODS were updated for new zones
-Setup starting time to be 9:00 AM instead of 7:00 AM
-Updated the logic for the 'Select All button':
-No longer says 'Deselect All' if more than zero units in the current tab are selected (requires, instead, all members in the current tab to be selected in order to display that)
-No longer says 'Deselect All' if there are no units in the current
-Fixed the M107's "mag out" referring directly to a soundwave rather than the attenuated sound cue
-Restored DP12's play rate to 1.0 for its reload
-Removed the reload sounds from the Weapon class (since their montages now handle such cues)
-Fixed the imperceptible pivot offset Myles introduced (at my request, to try to fix an issue) on the plot helicopter
-Worked w/ Dimitry to replace old SkyCrane with new
-Hooked up new AnimBP and socket position on the new SkyCrane, too
-Worked w/ Dimitry and Juniardi for some stuff
-Wallbuilder:
-Disabled tick (didn't need it)
-Changed update rate to 24FPS (instead of 12 FPS)
-Hooked up landscaping collision logic to it (both before+after setting down, and before+after length collision check, so it accurately will display which trees are hidden, and which ones it can't reach if it's blocked by a lack of ownership on the territory or a collision between set-down point and mouse point)
-Hooked up landscaping collision logic to individual walls and towers
-Updated the new landscaping trees to no longer block nav on their mesh, and not build nav underneath themselves (to let their nav collision sphere handle that)
-Hid the nav sphere from rendering in editor (to try to stop it from contributing to in-editor lag)
-Fixed NavModifiers 321 and 324 in the Master causing some shenanigans in Grid 9
-new minimap 2K
-Added a 'large mode' minimap close button at the top right of the 'large minimap' (instead of scaling+moving the regular minimap close button at the bottom left)
-Found the bug with the car alarm widget (both 'on' and 'off' calls to the Car Alarm Widget's "Show" call resulted in Visible)
-Spec Ops mesh updates
-Remade the PlotHelicopter as 'SkyCrane:
-No pawn-reliance
-New customizable stats
-Smarter logic allowing it to rotate+lower itself as it approaches the target
-Remade the BP and the Littlebird BP using this one
-Deleted the old PlotHelicopter+Littlebird (including C++)
-Hooked up new minimap from Juniardi
-Updated the MinimapInfo actor to contain 'background filler tint'
-Updated HUDWidget to apply the MinimapInfo's 'background filler tint' to the panning background
-Updated the Master's 'background filler tint' on its MinimapInfo to match the new minimap from Juniardi
- Winters mesh updates
-Updated the Rally Point updating logic to allow setting a rally point outside of the player's territory
-Also updated the Rally Point setting to have a minor 'movement animation', and play a dust anim on the anim completing
-Updated building Rally Points to actually save+load (my bad!)
-Updated the Rally Points to not constrain to the 'base volume' anymore (old logic)
-Got rid of the old plot helicopter again (somehow got readded?)
-Adjusted some spawn pod locations in the SpawnNodes map to try to stop some 'chokepoints' (especially one in Grid3TV, aka Frontier Station)
-Updated soldier training to be read, saved, and loaded (i.e. if you have a training queue in a barracks or the CERC, they'll save+load)
-Also fixed the training queue in the CERC to properly display if selected after viewing a Barracks
-Made some more bounty spawn locations, and resolved deleted bounty spawn location references
-Imported Juniardi's new master minimap
-Also set up a 'lock POI' in the locked area (via BeginPlay in the Master)
Adding destroyed wall variants and new corner post.
Removed tessellation from character master material.
-Hooked up the Chainsaw call in button from Juniardi
-Hooked up Juniardi's animated landscaping and repair cursors
Fixed the minimap legend widget not appearing
Adding new Scaffolding for wall construction.
Cleaned out old wall meshes.
Updated Wall LOD's.
-Fixed loading of characters not properly loading the mesh that matches their gender (all were loading the male mesh)
Fixed trees using the wrong mesh.
Re-enabled tree shadows.
-Major Team-selection combobox update (i.e. the unit 'namebox' on their team panel):
-The combobox now uses 'child widgets' instead of simple text for its entries (these widgets can only receive a string argument, though, given how UE4 made them)
-The widgetry related to the Team Panel now take various stats about the soldier, translate them into string, and create the child widgetry
-The child widgetry then 'decodes' the string and displays team affiliation and class in the dropdown
-Additionally, new safeties are added to allow swapping two units between teams safely, and even two units that share the same name
-Further, the widget properly scales, so if a unit has an unusually long name, it'll still work
-Used a white version of the teammate panel background so that I can tint it dynamically to orange as needed
-Also updated comboboxes used elsewhere that used that same image to this new style
-Fixed the ammoboxes from the Auto-reload upgrade for turrets 'moving' with the turret mount
-Updated hovertips for the turrets to note that they require power, and that generators only support up to three turrets.
-Updated the hovertip for the Command Center to have its 'REQUIRES POWER' note be all-caps
-Updated style setting and styles of the Team Panel name box to be full orange (rather than having the name border be black) via new event dispatcher
-Worked w/ Juniardi to get the horde mode button (for main menu) in
-Cleaned up all instances of SafeDestroy (and SafeDestroyPtr) I could find
-Updated the GameState's "BuildingManager" to actually store references to buildings (registers SetBuildingType on the building, and on their destruction deregisters)
-Updated the 'set has tent' logic to be handled by the BuildingManager
-Fixed the building repair actor spawning even if the building died (this caused 'phantom' repair points, and for the CERC building, prevented construction of another CERC!)
-Hooked up new 'loaded' functions for 'hooking in' existing logic to run when appropriate classes finish their Construct/BeginPlay:
-For the HUD
-For when the HUD initializes the Away Team
-For when Winter runs BeginPlay
-Used the new HUD Loaded function to, if we're loading a save game, call the Horde Activity animation (rather than delays)
-Used the above few new 'loaded' functions to alter when the Away Team gets set up (and thus when LateLoad gets called)
-Added a few more safeties to the Command Widget to support being loaded earlier
-Updated SetupAwayTeam a little bit to not run if it already ran, and to have less of a delay between retries
-SetupAwayTeam is no longer called from the PC BP, but from the PC C++ when HUD, Winter, AND Away Team Widgetry are loaded
-Fixed the CarpetBombZone not having a properly set root component
Sniper class added
LOD update
Displacement maps deleted
-Fixed a crash with foot effect spawning (line 821 in Base_Character.cpp)
-Fixed a serious bug with a 'loaded clickactor' viewing its owner as the PC, and thus destroying it if the player manually clears it
-Added new 'loading hook' related logic for loading saved bounties
-Fixed CERC 'repair actor' disabling the 'has tent' value in the BuildingManager on being removed
Winters hair fix so its not metal and shinny
Engi anims updated for the new model
-Cleaned up the Training Queue widget referencing the old class images
-Removed the old class images
-Fixed redirectors throughout the project (saw a few things 'break' due to old redirectors that messed up, so ran this)
-Updated 'soldier previews' to respect slomo (so they'll disappear more quickly if you're in slo-motion)
-Updated collision type for TUGs detection to no longer block mouse, repair orders, etc.
-Improved 'endpoints' for player walls, so infected would have an easier time hitting them
-Fixed TUGs having a 'turret stand' in its construction preview
-Added another 'nav obstacle' to CERC previews (so units won't think they can walk through the 'back part' of the CERC construction previews)
-Added cursor 'preloading' to the PlayerController BP (so no 'lag' will occur midgame when a new cursor is used)
-Added a 'preview radius' to the ammobox drop so you can see how close you'll need to be to pick up ammo from it
-Added some adjustments to gate navigation to make it less likely for units to 'get caught' on the edges of the gate doors when the gate is open
-Reduced 'back splatter' blood decal size
-Greatly enhanced landmines:
-Boosted explosion effect size
-Boosted explosion radius to 1000 (from 370)
-Boosted fuse to 2.5 (from .1): it waits before exploding, to 'get more infected' rather than exploding as soon as something enters radius
-Now 'bounces' up and spins before exploding
-Light turns red when something enters its radius
-New explosion 'fuse cutoff' logic allowing the mine to reset its fuse if an ally enters proximity before it bounces, or if all valid targets leave before the bounce
-Landmines now have a 'preview radius' when setting it down, and this preview radius will appear around existing landmines/landmine construction spots when trying to build things
-Adjusted the naval base size 'construction area' down quite a bit(since the player can now control territory)
Ground work for the blowback carry off scene set up some, still need to animate infected once length is determened
swapped out Birch_01BP with birch_d_spring_IMP for optimization
Landscape adjustments, turned channels 0-3 on in the landscape
Grid 3 WIP level, pier walkways and new pier building blockouts for police base.
-Adjusted nodes and command posts (trucks, pod locations etc.) in Grids 7-10 to be in more strategic locations given the new landscape
-Adjusted a few trees in Grid 7, too, near the new Villa location
-Got rid of superfluous spawn pods in Grid 10 and 9 (some folks had copied them unintentionally, looks like)
-Wallbuilder progress
-Swapped out tower (and tower construction mesh) for new ones from Dimitry
-Updated wallbuilder to respect new tower size
-Wallbuilder progress:
-Updated 'grace' on wallbuilder trace so you can build 'further in' to things
-Updated offsets on wallbuilder previews to be less awkward with the new setup
-Updated wall 'construction scaffolding' to the new one Dimitry made
NOTE: Repair/interaction points for towers are a bit messed up: didn't think it wise to keep trying to fix it for now due to so much on the plate
Adding destroyed wall corner piece variant.
-Walls
-Started on rubble update
-Fixed landscaping size for wallbuilder+new corners
-Hooked up destroyed meshes for later use
-Rubble update for walls:
-Wall towers are now much smaller, and have half health (so spamming them won't act as a suitable subtitute to the real deal)
-Wall construction+landscaping adjusted to match (can build walls closer to one another now)
-Walls that hit zero health are no longer destroyed, but instead turn into repairable rubble
-Saving/loading added for rubble state
-Infected won't attack rubble
-Units can move through rubble
-Highlighting a rubble piece while engineer(s) selected will show repair preview
-Updated the Game Over widget buttons to not be focusable
Landscape update, nav blockers update, gated community WIP
-Fixed an issue with the Pandemic Screen caused by hitting 'ESC' while on the difficulty selection popup (added a tiny delay to letting the logic 'run through': may not be the most elegant solution, but it works)
-Also updated the difficulty/tutorial popup to get closed by hitting ESC instead of going back to the main menu in one button press
-Added some padding to the 'Close News' button so it wouldn't get 'chopped off' at the top
-Fixed a spawn pod in Grid 5 being 'in the wall' (someone had swapped out preview indicator mesh for an unused and untextured 'in-wall' mesh, making it blend in, but when the pod actually spawns, it's the real deal that gets stuck in the wall)
-Improved regular wall nav modification
-Also made wall 'repair points' not have nav modification as well
-Implemented basic 'attack wall' logic:
-Regular infected will now 'snap to' a wall that they're attacking
-If a wall has too many infected hitting it from one side, other infected will be much more likely to go elsewhere
-Regular infected won't be dissuaded from attacking a wall once they start hitting it until either they die or the wall does (doesn't apply to corners)
-Committed Juniardi's new tower button
-Resolved some references
-Polished the new wall attack logic some more (fixed some issues w/ rotation)
-Propagated the new wall attack logic to sandbags+barbed wire
-Fixed the Engineer recruit popup to say they spawn with DP-12 (instead of M1014)
-Fixed 'formation group saving' failing if selection consists completely and solely of an entire away team
-Fixed Spec Ops icon not properly showing in team name selection dropdown
-Finished up the basic Horde Sphere:
-Now properly 'jumps around' should its carrier die
-Orders 'catch up' movement to be towards the direction of travel of the sphere-carrier, rather than his current position (so those outside the sphere are more likely to catch up more effectively)
-Implemented into the HordeController for use for movement orders
-Disappates when Horde activity ends (remaining stragglers will then be ordered to move as individuals, rather than in their sphere, so when Horde Activity is gone the horde difficulty goes down)
-Slightly increased Horde Timeout time in the Master from 250 to 275 (due to travel times between locations)
Result: Infected will, during hordes, be more 'gathered together' more often, making single-file attacks considerably less common (unless the horde attack has concluded, in which case stragglers will revert to this behavior)
-Made the Sniper/Heavy range indicators, bullet tracers, and muzzle flashes visible in Thermal Vision
(range indicators barely show, however, due to their actual mesh being tiny: may need something else to make them stand out while in thermal)
-Added 'deeper' wall nav to the various wall nav types (including gate nav blockers), so navigation will hopefully be more reliable if a wall is 'built over' hilly terrain
Added depth check to Thermals. (Units no longer visible through obstacles)
-Imported Juniardi's new soldier portraits
-Added a longer delay until the 'loading game' bools are set to false
-Lowered Assault price to 2K (from 3.5K)
-Lowered Heavy soldier price to 6K (from 8K)
-Added a safety to landscape overlap actors should they fail to spawn an overlap
adjustment to pier catwalks
-Small speculative crash fix for AI Spawn Locations (used by civvies, I think)
Landscape, nav blocker removal (WIP), roads flattened
Grid 3 color randomizing material for buildings added.
-Thermal vision 'visibility' progress on deploy gun indicators
-Fixed up thermal vision display on the DeployGun indicators
-Also made the indicators bigger when displayed thermal vision, since their UI-esque 'glow' doesn't show in thermal
-Fixed two tall 'nav volumes' near Grid 6 Hotels that were causing camera blockage (lowered them down to the ground)
-Improved Phase 2 unlock hovertip to no longer mention spotlights (now available at phase 1) or pillboxes (not allowed right now)
-Fixed a typo in the Master 'tutorial' mission
adjusted resolution to be more like a live preview , adjusted a buggy bool that was causing 3D resolution to not update
fixed some issues with the building material shadows, grid 3 area nav mesh. Made some adjustments to the random color material and added more buildings
gated comunity progress, also landscape fiddling and repainting
-Created basic 'SpitterPack' class:
-Delegates and some BP functions created for easy scripting
-Functions for responding to new members/member death added, to assist with scripting, too
-Hooked in to Spitter death delegate to properly remove members
-Name logic added, to give each pack a unique name and to allow packs to save/load their members (names may also potentially be used for Bounty System later, and/or giving Spitters unique decals/effects based on their pack name, and/or playable infected mode)
-GameState generation of Spitters added (for adding a Spitter to the closest available pack, or adding a Spitter to its requested pack by tag for saving/loading)
-Basic Packname prefixes+titles added, so pack names are semi-cool to start with
-Basic saving/loading added so packs will stay grouped even after saving/loading
-Improved saving/loading of Packs so the Pack itself gets saved/loaded (so if we store other data in there, it'll be able to reload it)
-Restructured some includes and related to avoid circular dependency when setting up this change
-Hooked up Juniardi's new shop/unlock buttons
Moved disapearing bridge to correct level grid10_03, changed out rock type to static mesh type in grid09
Landscape edits, fixed CP point in grid08, added more houses in grid08, fixed up the walls a bit
Gas Tower crash fix hopefully
Adding Spotlight overlap area meshes.
-Hooked up Dimitry's new Spotlight overlap effect
-Fixed Spotlights shining at night even if they're unpowered
Updated building meshes, fixed material color parameter for buildings. Added 2 more buildings and deleted unused materials
-Tweaked M9 up:
-Damage from 10 to 20
-Fire rate to .334 from .5 (3 rounds per second from 2)
Added a base asphalt layer to the marsh bridge mesh.
-New bool for Characters (default as 'false') "bStopAttackMoveIfNoAmmo": while false, units will not start moving again during combat if they run out of ammo during an attack move.
-Created little 'red ammo icon' animations for the Interaction Widget and Team Panel when a unit runs out of reserve ammo
-Adjusted pivot+positioning of the Team Panel's ammo counter to ensure more consistency with its position for weapons that have more ammunition (like LMGs)
-Cleaned up some odd pixels around the Winter avatar
-Added logic to make a unit automatically reload if they refill ammo while being completely empty
-Added new Landscaping to the Infection Towers and Pods:
-Towers and Pods will now clear trees when they spawn. These trees won't grow back.
-Saving+loading enhanced to support this
-Fixed selection circles on walls being scaled w/ the filler walls (resulting in 'squished' circles)
-Fixed it being possible to select the 'construction actor' separate from its owning wall when constructing walls
-Updated the multi-select logic to support the 'build in owned territory' logic:
-Double-clicking on a wall will select other walls (in or near current camera view) that match the type (i.e. level 1 gates? select all level 1 gates)
-Double-click selection will not work on walls under construction, or that are currently destroyed
-Removed collision on DNA pickup mesh (to resolve a potential wallbuilder issue).
-Boosted default RepairRatePerBuilder to 22 (from 15)
-Started on new snappoint logic (got 'SnapFrom' part mostly working, but with a few minor issues that need resolving: not done yet, so it's disabled)
-Fixed the 'engineer sliding' issue if an Engineer's order to call-in a Helicopter-dropped building is canceled partway through






Note: Windows 7 support should return in the next few weeks as Epic Games has certified a fix and once it goes live to Unreal Developers we'll hotfix the game and update the game requirements page!


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. We will have to wipe save files around late July in order to implement the new system (which will add a new dynamic angle to the game). We'll have confirmation closer to the date so you have enough time to finish your current games.

Until next time, good luck in Treasure Island!

Patch Notes - June 26 (0.7.37) Bug fixes and new Meshes

[h2]June 26 Patch Notes (0.7.37)[/h2]

Patch Notes:
-Updated Ammo and Medical trucks for the Command Post to have a 'cooldown' before you can rebuild again (this way you cannot repeatedly buy the trucks over and over to mess w/ Chelsey or indefinitely hold a command post by just spending a lot of money)
-Added a new bool bAllowTargetPlayer to Chelsey's AI: if false, she will not try to capture player-owned zones. (can turn this on midgame, or turn it off midgame, if need be). This defaults to false, for now, so Chelsey will let her hordes deal with assaulting the player while she deals with more behind-the-scenes stuff.
-Reduced the default Chelsey BlacklistCount for a zone by 1 (from 3 to 2), so Chelsey will be less likely to re-attempt capturing the same zone if driven off from it.
-Turret construction points had physics asset issues, causing them to ignore the mouse fixed
-Assaults had a minor C++ issue that blocked them from receiving the 'assist in constructing sandbags/barbed wire order': fixed
-Blow up jump attack tweaked to they cannot phase through built walls
-Chelsey unstuck logic tweaked so she wont/cannot teleport inside your base on accident when shes detected to be stuck somewhere
-Infected cannot move inside their Cocoon state now
-Several collision volumes or navblockers are 'too large' or misplaced, and thus block nav.
-Resolved Mouse clicks getting grabbed by various invisible walls and buildings
-Gas tower tweaks to make sure they are clear and easy to engage
-Collision Edits to the Water/Beach Area
-Stopped the ability of Infected to run at you while they are still "Hatching"
-Safety Checks to stop the blow up guy from jumping through your walls
-Chelsey will no longer attempt to attack your player owned zones directly and will send her minions to do so after the mid game mark
-Thermal Vision Green Pods adjusted back to Red
-Horde Map maintenance tweaks added(Still not public)
-Boat Fast travel tweaked to resolve movement issues and disembarking bug
-HLODS regenerated for performance
-New Heavy Mesh
-New Scientist Mesh



Note: Windows 7 support is still broken while we wait for remedy from Epic Games. For now use the few days old branch named Windows 7 on the beta tab to hop in and play!


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. We will have to wipe save files around late July in order to implement the new system (which will add a new dynamic angle to the game). We'll have confirmation closer to the date so you have enough time to finish your current games.

Until next time, good luck in Treasure Island!

Patch Notes - June 22 (0.7.34) Turret Auto loaders and bug fixes

[h2]June 22 Patch Notes (0.7.34)[/h2]

Patch Notes:

-Gas Tower materials updated to properly phase in
-Collision adjustments to improve accuracy across the levels
-Adjusted the Gas Tower so they are easier to see
-Adjusted Attack points on Gas towers so CERC units will see them easily
-Safety for Gas Tower crash
-Attack Move now will respect when your unit completely runs out of ammo, and make them 'exit' attack move
-Units that have no ammo will also not stop to shoot even if given an attack move order
-Additionally, the unit that deals the killing blow to the last target while attack moving will be able to re-enter run speed afterwards
-Fixed the sandbag builder allowing placement of an object if a unit 'walks into it' while it's in the 'rotation confirmation' phase
Some tuning, and working with eye light attachment teats
-Minor fix to audio sliders not visualizing properly if you had yet to change audio settings before on your game
-Added a new timeline to the NightDay for editing the Sky Light's light intensity value
-Boosted light at the 'dark transition hours' at night (~5:00 PM-7:00 PM were unusually dark, and now they're not)
-'Merged' the MasterLight map's post process into the Master's own Post Process volume (so we don't have two running at once)
Radio SE and a bit of a camera shift. Saving work cause its raining hard
-Moved the CP Click Truck at Grid 8 to be easier to click
-Infected Male and Female meshes edited to have better performance
-Removed the Perimeter Detection unlock, and instead made the TUGS buildable as soon as CERC is constructed
-Made the Spotlight buildable as soon as CERC is constructed (instead of relying on Phase 2 unlock)
-Updated hovertips and Diagnose Disabled for above two buttons to match
-Adjusted button positions for the Build Menu so all phase-1 unlocks are listed in a row (and unlocks come after)
-Adjusted the TUGS 'scan' logic to utilize the old SonarPing effect
-Updated the SonarPing effect to not show the mesh, just the effect (to prevent some weird shenanigans)
-Used the TUGS scan to also show the minimap and 'over-head' icons on infected that are pinged by it
-Increased the TUGS radius
-Added a visualization to active TUGS for their radius, as well as when constructing them. Visualization for the TUGS will not be shown when the TUGS isn't selected.
-Furthermore, made the 'ping' effect not occur if the target is currently seen by thermal vision (so the different post-process effects won't overlap)
-Also attempted to create a custom 'pulsing' material for the TUGS's visualization, so you can 'feel' when it will pulse, but didn't figure it out
-SK_F_Assault.uasset mesh size reduction
-Hooked up auto-reload meshes for the Field Turrets (extra ammoboxes that appear behind the turrets when they have Auto Reload unlocked)
-Adding sentry gun ammo boxes for upgrade.
-Hooked up a 'turret limit' per generator (currently set to 3)
-Includes mouse widget popup if you click while trying to place a turret near a generator, telling you that that particular generator cannot support more turrets
-Made field turrets power-reliant (they auto-clear their seenlist as soon as they lose power, as well, so they can't continue shooting for a little while longer if power gets cut)
-Tried new 'power reliant' widget for displaying turrets not being powered via dynamically creating+destroying widget subcomponent (to try to not have any hidden widgets while the turret is powered, unlike old systems which just hide the widget). May be more performant.
-Also made turrets require the CERC to be constructed before you can build them, like other buildings.
-Hooked up saving+loading for new turret auto-reload
-Added landmine construction points
-Added weapon icons for DP12+Saiga (resized to match power-of-two, too)
-Changed the display-name for DP12 and Saiga to be 'DP-12' and 'Saiga-12'
-Adjustments to Dock navigation and building visibility




Note: Windows 7 support is still broken while we wait for remedy from Epic Games. For now use the few days old branch named Windows 7 on the beta tab to hop in and play!


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. We will have to wipe save files around late July in order to implement the new system (which will add a new dynamic angle to the game). We'll have confirmation closer to the date so you have enough time to finish your current games.

Until next time, good luck in Treasure Island!

Cepheus Protocol's First Month in Early Access Overview (0.7.33)

[previewyoutube][/previewyoutube]

It has been a month since the Early Access release of Cepheus Protocol. For that month, the developers at Halcyon Winds have worked tirelessly to fulfill our commitment to our community. We’ve made frequent updates, bug fixes, and changes to the game. Much of what we’ve done has come directly from feedback from our fans.



Our development team and our community have helped fixed over 750 bug fixes and general improvements that have greatly improved the loading times, performance issues some were having, and the file size of the game. All the while, we’ve continued to work on our Year One Roadmap, which our community responded to enthusiastically. We’ve already added a new class to the game, the Engineer. He will be taking over the building mechanic of the game as he can call in your base facilities, construct and repair walls, and set down the newly designed turrets. And speaking of base building, our fans asked for the freedom to build anywhere on the map, which can now be done.



Other requests from our community were a new tutorial, difficulty mode, ultra-widescreen support, and tweaks to the gameplay. All, we’ve happily included in the current build of the game. This is part of our commitment to listen to community feedback, both positive and negative, and make changes to the game where it is needed most.



Over the next couple of months, we’ll continue to work on our roadmap as we plan to include the new Faction System and Horde Map very soon. Daily we check our forums and try to identify bugs and glitches and fix it before pushing out a new patch.

There is still a lot that needs to get done. This is just a taste of what’s been done in a month. Now, wait and see what we do next!


[h2]June 18 Patch Notes (0.7.33)[/h2]

-Spawning safeties added across the island
-Further refinement to permanent collision objects that will stop units from phasing through buildings.
-Swapped out icons over unit's heads to match their team alignment
-Added hovertips for the team tab buttons
-Updated the Select All button to be disabled if the current team tab has no soldiers
-Updated the currently 'DisplayedAwayTeam' to save+load
-Added 'Swap Team' keybinds (SHIFT + 1-4), with dynamic hovertip indicator displaying the keybinds
-Added a 'Select Next Mortar' hotkey (currently set to COMMA - figured we'd later use M for toggling minimap)
-The hotkey will toggle through your currently active mortars. If you have none selected, it will select the first: if you have the last selected, it will select the first again.
-Updated the hovertip for the Mortar purchase to make the player aware of this hotkey.
-Added red text to the Mortar Hovertip to inform that it can damage allies
-Added a sizebox to the red text on the Hovertip to try to prevent the red text from 'skimming over' the bounds of the hovertip widget on the Mortar's case (where both price and 'CAN DAMAGE ALLIES' are shown)
-Added a whited out version of the Mortar minimap icon, and implemented it for when a Mortar is currently selected
-Boosted health of infection-converted units from 200 to 250 (after conversion completion)
(while converting they already have 2000 health)
-Improved gas range indicator for towers:
-No longer uses Tick (should be more performant)
-Uses green sprite now instead of orange circle sprite
-Committed missing minimap icon for Mortars
-Further zheight spawn fixes (Stop Infected from spawning on Buildings)
-Adjusted a spawn pod in Grid 6 Hotels to not 'get infected stuck' so easily
-Fixed the Frag Mine having an odd collision issue
-Fixed spotlight previews on the 'construction actor' failing to clear
-Re-used the base volume to ensure that gates properly respect generators again
-Added the Generator's effect radius preview to the Engineer's Generator build preview
-Updated how the Refill Ammobox button updates, in order to fix the situation where it *should* update on a unit entering its radius, but it was not added yet to the command list, causing it to not update properly
-Improved the Car Alarm button to no longer use default UE4 gray
-Also added hovertip to the Car Alarm button
-Fixed it from being focusable
-Fixed the button showing up when the cooldown on the car alarm is active
-Fixed the button not showing up if someone was overlapping the car when the cooldown finished
-Fixed the car alarm's volume being *really low* in terms of AI hearing: infected should now hear it from a decent distance
-Fixed a small gap under the 'OBJECTIVE' button on the bottom right of the HUD
-Removed the toggle hide UI command for now (so folks won't freak out if they accidentally press it)
Safety check added for crash
-Disabled 'formation movement run-to-catch-up' logic
-Updated the Spitter projectile to not stop flying if it overlaps something other than a valid target
-Also added a lifespan var to the projectile, since now it can go through the world
-Also added a check to stop the projectile from counting its owner as a valid overlap
-Units would not stop if they were already in combat when issued attack move: fixed
-Units could 'lose' their attack move run command after encountering a target: fixed
-Units wouldn't obey attack move if it was issued as a formation move: fixed
-Units wouldn't 'exit attack move' mode when issued a construction command: fixed



RESULT: You can now press Comma to quickly toggle between mortars.

Patch Notes:

-New Day and Night system(Simulated Moon , stars & Sun)

Patch Notes - June 14 (0.7.32) Away Team Revamp, New Day & Night and more!

[h2]June 14 Patch Notes (0.7.32)[/h2]

Keynotes:

New Day and Night system is live...
Mortar key binds live.... (Tapping Comma will allow you to cycle through Artillery now)
Away team revamps are here!!..
Tons of bug fixes and UI tweaks.


Horde Map and Defense team merger:
Horde map is still under testing and will be out soon.

Patch Notes:

-New Day and Night system(Simulated Moon , stars & Sun)
-Darker nights and brighter days more realistic and we'll be tweaking the color palette as we go!
-DP 12 and Saiga 12 gun added
-DP12 is now the starting gun for the engineer. It has a massive damage but has to reload every 2 shots
-HUD elements have been revised and cleaned up to represent the new Away teams
-Gas towers tweaked so they are easier for units to see(Will be revealed easier in the Fog of War)
-Gas towered attack points tweaked (More points to attack it)
-Ghost Selection Fixes(Was reported random units could get grabbed across the map) this should be completely fixed
-Ammobox refill crash fixed
-Improved safety delays so if a slower machine takes longer then expected it will force load save game data (Resolved some save files not loading everything back to what it was previously)
-Save button disabled during tutorial and text updated to reflect this
-Optimization to the method of gas tower radius expanding
-Gas tower visual indicator of gas radius updated
-Firespots updated(where fire will appear when you burn it with a flamethrower) and visual improvements to the Gas Tower and normal Infected Nodes
-Added logic to prevent command post capture while a Gas Tower still exists in the area
-Added small 'mouse-capture' images to the left+bottom borders of the minimap to allow mouse-panning near the minimap again
-Adjusted Game view-port to force mouse to always update whenever the screen is focused I.E should be more alt tab friendly with the mouse cursor icon
-Added a tutorial popup on a unit first entering infection gas (if tutorial is not off)
-Widget adjust for gamma so it properly saves what you set previously
-Save deletion fix so you can use the R key again and escape to go back a menu
-Optimized Footstep system for enemies that are further away to improve performance
-Optimized Flashlights and Spotlights to reduce costs overall
-Grenade Throw Animations tweaked to look better utilizing the spine bones a bit more
-Discord Integration (Rich Presence) Finally! Will update as you play updating the status of your game now
-Fixed a bug w/ Gas Masks not properly enabling for newly spawned units after it's already been unlocked
-artillery sfx update, new weapons sfx, weld sfx
-Added a 'Select Next Mortar' hotkey (currently set to COMMA - figured we'd later use M for toggling minimap)
-Boosted health of infection-converted units from 200 to 250 (after conversion completion)
(while converting they already have 2000 health)
-Improved gas range indicator for towers:
-No longer uses Tick (should be more performant)
-Uses green sprite now instead of orange circle sprite
-Committed missing minimap icon for Mortars
-Fixed units not 'breaking out' of formation movement mode when issued a construction order
-Added a safety to prevent Medics from healing non-team-enabled objects (like building damage characters, or mortars)
-Hid the red debug line for foot traces
-Added a healthbar to the turret ammo widget, w/ anim
-Worked w/ Dimitry&co on fixing some light curve shenanigans
-Fixed Weapon animations not properly playing and causing some feet sliding



Normalized in terms of selections will default to whatever formation is most common in that selection. Unless your in a group then it will remember the group formation you used last
-Running Normalized and remembered on a per unit basis
-Formations Normalized and remembered on a per unit basis









Note: Windows 7 support is still broken while we wait for remedy from Epic Games. For now use the few days old branch named Windows 7 on the beta tab to hop in and play!


ICYMI:

-Engineer Unit: The Engineer is now added in and will now allow you to build Barracks, Walls, CERC building, etc. anywhere on the map as long as you own the zone! Before, you were only able to do this at your base but we know this was a feature many of you had asked for!
1)Since the Engineer unit is brand new, you might run into more bugs than usual. Please ensure you're reporting these on our Discord here: https://discord.gg/cepheus-protocol


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. We will have to wipe save files around June 12-19 in order to implement the new system (which will add a new dynamic angle to the game). We'll have confirmation closer to the date so you have enough time to finish your current games.

Until next time, good luck in Treasure Island!