Revised Walk/ Run animations for all CERC Units plus more variants are being implemented
Finalized Versions of all Treasure Island Buildings are coming or are already being rolled out building colors/designs will be finalized throughout the next few weeks
Video goes live June 23rd at 5:45 PM PST. Featuring a basic overview of the new Atlas vehicle
https://www.youtube.com/watch?v=dO9nA2ABYSE
Expect several more patches this week ironing out random bugs/crashes. These will most likely only be documented on our Discord. [h2]Scouting out San Francisco [/h2]
We spent an entire weekend gathering a total amount of roughly 6 thousand photos and several hours of recordings of various parts of San Francisco to help our artists understand the scope and size of our next major map

[h2]Patch notes to Public Beta, Public Build and Experimental [/h2]
- Fixed a bug that would stop ammo suppliers from supplying ammo from the Atlas
- Adjusted the Illumination Flare to have some modularity settings: duration and radius.
- Duration set to 5x (making it last close to 5 minutes in total, though part of that time is launching/dying, so it's illuminating for about 4 minutes)
- Radius set to 2x
- Particle effects made modular at a basic level too to respect duration
- Distance checks for launching these (to prevent overlap) also respect the duration change, now
- added a minor flicker to the Flare (much more and it becomes a bit strobe-like and hard to look at)
- Updated Heavy unlock cost to 2500 (from 7500)
- Upgraded unit selection logic to fix a bug where you couldn't select units/buildings
- Unit Selection got a total overhaul that is vastly superior to the old method we used to calculate clicks/box selections
- Fixed offscreen selections and 'premature' selections on vehicles when box selecting
- Added a crash fix to reinitialize unit (safeties around NewPawnSensor accessing)
- Fixed units with a greater flight height than regular helicopters (like the Scout Drone) not properly being able to land upon request
- Max zoom out height increased
- Scar gun no longer causes units to slide around
- Adjusted the Fog of War material to 'clamp' instead of 'wrap,' which prevents weird 'light artifacts' from appearing in distant terrain (was technically the Fog of War 'repeating' itself)
- Made the Heavy class be unlocked from the start
- Fixed an issue with Command Post med/ammo truck purchasing
- Updated Walls to not require ownership of a zone to construct
- Updated Turrets to no longer require unlocks to construct
- Fixed an issue with their 'cannot afford' overlay not showing properly
- Fixed the ammobox for the preplaced ammo truck producing an explosion particle effect when it clears itself due to Chelsey System
- Updated the Infection Zone widget (that shows zone name, population, etc.) to appear at further distances (disappears at 50K Unreal Units now, as opposed to 35K)
- Fixed the Capture Truck producing a default CERC building minimap icon when deployed
- Adjusted a grid 5 spawn pod and some spine turrets due to weird positioning
- Updated the soldier movement 'blue preview silhouettes' to respect HideUI (Used this to allow selection while a unit is firing off a flare (previously you could not select a unit that was currently in the process of firing a flare)
- Presidio Texture and material updates
- Adjusted vehicle spawning logic so if you mass-purchase vehicles (such as a bunch of capture trucks), they'll have a bit more of a 'gap' between spawns and vehicles are more likely to move further out of the way after landing
- Also includes a 'move outta the way' call for a vehicle dropping in via parachute, to further facilitate clearer landings Result: Fewer 'stuck' situations for vehicles when mass ordering or move ordering them. Not perfect but better.
- Fixed an issue with Formation Movement MpW algorithm referencing all SelectedActors when attempting to generate results, instead of SelectedMovableActors
- Added vehicular 'speed matching':
- Vehicle will try to stay behind soldiers if given a move order with soldiers
- Vehicles will try to match formation leader's speed
- Formation movement logic revamped for greater modularity and to 'order' vehicles
- after* soldiers, so vehicles properly line up behind soldiers in all circumstances (instead of potentially having a mixed vehicle+soldier selection place a vehicle in the lead, resulting in soldiers running to catch up)
- Soldier preview updated to match. (minor visual number issue overhead in CTRL preview vs. right click preview, but not too worried about it for now)
NOTE: Due to this being an overhaul of the rather large Formation Movement system, there may be bugs introduced by this. Hopefully not.
- Adjusted vehicular rotation logic to try to account for facing direction of velocity (to make the 'sliding' around other vehicles via RVO Avoidance a little less jarring-looking)
- Adjusted vehicular formation logic to 'track' the customizable follow distance of each vehicle in the move order, to ensure vehicles with a longer 'follow distance' (due to being physically longer, like the Atlas) don't pick final move locations that are 'too close'
- Ensured movement previews work with this, too
- Fixed up formation movement to 'cancel out' when leader is close to their final target, rather than when leader is close to the querier's final target (which wouldn't work in some cases for vehicle convoys)
- Fixed an issue with vehicular acceleration sometimes not 'kicking in' for vehicles that are taking non-direct paths to their final move target
- Fixed ammoboxes not properly loading their 'nav blocking' when loading a save file
- Fixed the Repair Atlas's crane not properly rotating to face its target in a lot of situations
beach/beach wall fixed and replaced
- Fixed up the power component detector to properly auto-connect gates to freshly built buildings or other gates (previously, existing gates would not be properly detected by the auto-wire system, but freshly built gates could auto-connect to other non-gates)
- Fixed a crucial bug with the formation 'follow while in motion' system
- Fixed an issue where a manually selected full group of units (containing a vehicle) would not properly order the soldiers in their group formation to match their unit card order
- Improved formation speed matching: now no longer is restricted to vehicles matching the formation lead's speed, it'll now track everyone's speed and lower to match as needed
- Separated out the 'FormationSpeedBuff' to track and utilize it more carefully
- Improved its strength (but ensured it caps out) at greater distances
- Reduced range at which vehicles decide to start following for formation move orders
- Ensured they got a formation speed buff, too, so they can catch up if given a move order from far away
- Fixed dead units being 'counted' in formation speed calculations
- Applied a fix to 'orient rotation to movement' to combat Civilians 'sliding around'
- Some minor performance edits to the Rally Spline
- Tested and figured out why the buildings weren't clickable: some units were spawning
- way* outside world bounds, and tracked it down to the Spawning Volumes
- As such, added a 'retry' to the SpawningVolumes if someone has a location value in excess of 5 million, and a 'reject load' in the character loading should they have a similarly excessive load location
May want to put this as the patch note:
- Unfortunately, the San Francisco space program had to be canceled, and spawning logic that caused civilians to appear outside the Milky Way is now no longer allowed
- Fixed a spawn pod on Presidio that was 'inside' a bridge (spawning units 'in' the bridge and being difficult to target due to this)
- Added water to the pool,
- Fixed a landscape height issue on the beach front where some props were floating
- Added some more cars to the world
- Shortened a sidewalk that was clipping with the bridge, removed 2 small patches of rogue grass clipping into a sidewalk
Our focus was all builds in the last week to improve performance and pathing [h2]Patch notes to Experimental [/h2]
- Updated Command Post trucks to hide (or destroy, in the case of ammo/med variants) if the Chelsey System is active
Cepheus Protocol Novelization is now available on Steam Store!
https://store.steampowered.com/app/1387390/Cepheus_Protocol_Novelization