Do note the defensive pods added will be getting a more final mesh in the weeks to come and we are in the process of adding a better particle effect to visualize the projectile they shoot

We are also looking into adding organic matter that exerts Chelseys ownership of a zone allowing expansion through organic matter taking over zones via creep and other organic matter that would spread. A lot more is on the way in the manner of beefing up the Infected for the new Doctrines update

Faction Updates: As many of you know we are hoping to have shipped the factions update as with huge quality changes to the main cast including the Tutorial girl actually getting a physical avatar and talking to you from prerendered scenes over the next 1-2 months! Check out some of our progress here
Chelsey V2

Winters V2


Swat Faction leader Pierce

Swat Faction Updates More variants on the way

Rebel Civilians

[h2]Patch Notes - 0.7.59 [/h2]
- Fixed infected units being 'shown' after spawning from a pod also causing their widgets to remain permanently shown
- Added logic to make sure that vehicles will not 'continue moving to their last destination' as soon as they get more gas, if they stall out due to running empty
- Added logic to better cause vehicles to not respond to movement commands while out of gas (because they're out of gas)
- Added logic to prevent Helicopters from being able to receive fuel while in the air (even while just taking off)
- Added logic to make the 'fast rope' button gray out if a selected helicopter is currently landing.
- Added logic to make a helicopter 'stop landing' if you issue another move command to it while it's landing, instead of finishing landing before immediately starting ascent.
- Hooked up a new image for the vehicle 'supplybox bar' for when the supplybox supplies ammo
- Vehicle wheel fixes and adjustments so they properly move
- Truck anims a bit more varied for units sitting in the back of the CERC transport vehicle
- Potential crash fix that was reported on Discord
- Adjusted navigation for various structures across the island
- Nav and Collision fixes for Grid5 buildings.
- infected pods and gas towers ambient sfx added
- Silencer Equipped/Unequipped sfx added
- Removed the old 'SpawnRadii' setup, instead preferring SpawningVolumes
- Cleaned out a bunch of old 'horde pod/wavemanager' logic (that was primarily for the old 'player can only build at the naval base' setup)
- Set up SpawningVolumes in the Master for each spawn node (and deleted some old Horde stuff, and a duplicate SpawnNode in G9)
- player shots sound mix adjustment(Gun SFX more varied)
- Medic healing sfx added
- Created logic to spawn units from inside the spawn pods 'lerping out' rather than from random points around the pod
- With 'walk out' montages while they 'lerp out' so they're not 'idling and floating' while doing so
(this still needs to be applied to hordes and tested a bit more)
- Updated the horde spawning to 'come from' pods (needs more polish)
- Updated character 'lerp' logic to disable gravity+collision until lerp is done (For smoothing out spawning)
- Started improving 'post-lerp movement' for hordes
- Further tweaks to horde spawning from pods
Result: Infected now spawn for both hordes and defensive spawns more effectively, coming from within spawn pods, rather than 'appearing' around the pod in 'mini pods'
- Tweaked a Grid 6 Hotels pod
- Tweaked the 'lerp distance' for one of the spawn pod doors to be less likely to cause congestion
Unit being healed sfx
- Better vision behavior, and automatically hides now at BeginPlay
- Fixed an issue with InfectedConstruct's "DamageCharacter" sometimes spawning at world origin
- Added logic to make customizing of 'how long' a unit will remain visible after being seen easier, and used that to make infected constructs not disappear too quickly
setting rally point on buildings sfx
- Setup the basics for an infected Spine Construct across the map
- Hooked up healthbar, tweaked thermal vision response, etc.
- Hooked up custom weapon BP logic to make a custom weapon for it, then used that custom weapon logic to create a 'spine-launcher' gun for it!
- Deals a 25 damage AOE after 2.5 seconds of 'prep time.' You can see when it's prepping to fire, to move out of the way.
- Does traces to see if its shots are 'blocked', so if you're behind something, it won't hit you.
- Has a 'fire indicator' pointing out its direction of fire and range.
- The indicator will be hidden if you cannot see the Spine Construct!
- Targetable by Right Clicking!
- Started placing spine turret constructs for the pods in the Zone 0 Spawn Nodes map
- Also updated the SpineTurret to have a sensing update interval of 1 second (instead of .5 seconds) to make it less expensive
- And made it not have to 'rotate to shoot'
- Also made some spawn pods in the master be better rotated/positioned so they hopefully wouldn't spawn units 'into walls'
- Also adjusted the G10 tower to be in trees (since they can clear trees on spawning, now)
- Fixed spine turrets 'duplicating shooters' if you saved/loaded
- Fixed the medic sound causing some BP errors
- Fixed the medic sound to stop it from causing some BP errors
- Minor changes to spine projectile
[h2]Cepheus Protocol AMA/Showcase[/h2]
Work on our other maps have started officially in the last week and we hope to have more to share in the coming weeks! Keep in mind a LOT of our week this week into the Little bird and doctrine updates so make sure to check out our dev-update channel on discord to see the daily updates we do!
If you missed our AmA you can watch it here!
https://www.youtube.com/watch?v=ZznhKn8hPU4
Cepheus Protocol Novelization is now available on Steam Store!
https://store.steampowered.com/app/1387390/Cepheus_Protocol_Novelization
Cepheus Protocol Novelization is also available on our website!
Buy it here!Keep in mind this book takes place before, during and a bit after Pandemic mode and follows dozens of characters around the events of CP. It will hint to our year 2 content(So spoilers if you analyze it close enough). Its not for the faint of heart (Very violent deaths and all that). You can pick it up for $3.99 now!
It will also be available on the Steam Store as an DLC on October 1st if you prefer to get it there! Just keep in mind on our website we make 99% of the sale the rest goes to PayPal
Feel free to use the #💬lore-questions on our Discord to discuss the ramifications of what the book brings to the universe and how it will affect the game as we start to work in story elements presented in the novel
[h3]CERC Operator edition[/h3]
We also offer a new CERC Operator edition for those havent bought the game and novel yet with a launch discount of 5% when purchased together
https://store.steampowered.com/bundle/15959/CERC_Operator_Edition/
Cepheus Protocol Dev Update #3 and 4 Month in Early Access Overview
Sorry for the delay a lot of scheduling conflicts with our normal voice over actress. So we had one of our developers take over! Check out the latest Dev update video and some new teasers are hidden inside it for the Worm/Leviathan and his little guys
https://www.youtube.com/watch?v=x9dINrXfhR8
[h2]Stage 2 Chelsey WIP[/h2]

Animation Revamp
Ever since we heard some feedback regarding the stiffness of our units/animations we have been hard at work finding a solution. We are now working on implementing a better RIG and Animation Blueprint to give us even more control including starting to utilize a Mocap suit to really make these animations shine as we work towards 1.0. Here's a quick preview of what we have in store for you folks in the coming weeks via a total animation revamp.
https://www.youtube.com/watch?v=uqpNGvAZJ8k&feature=youtu.be
Until next time, good luck in Treasure Island!