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Cepheus Protocol News

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.

Patch Notes - May 4

[h2]Additional May 3, 2020 Patch Notes[/h2]
-Shotgun rebalance - will fire more regularly and be more aggressive.
-Flamethrower rebalance - doubled the range to 100 feet (will be more aggressive in how it fires now).
-Spec Ops rebalance - amount of Ammo they hold increased. They now make barely any noise when running and walking becoming even moreso of a stealth class.
-New Infection Pod is now in!
-Various optimizations to fast travel splines.
-Tab now works as intended and will no longer jitter or break when player tells it to auto follow a unit.
-DNA sample crash fix.
-Infected Zone/Infected Zone Manager crash fix.
-Collision redone for Control Points so units don't get stuck when ordered to move past them (Ammo Depot, Medical & main Control Point).
-Grass textures alphas fixed.
-Garbage Truck and various other car textures reduced from 4K to 2K to reduce the memory imprint on RAM and HD usage (build is now 10 GB). It has been reduced by 6 GB in size after this week's round of optimizations.
-Scientist ability to auto collect nearby samples has been disabled while we resolve a crash relating to it.
-Artillery range tripled.
-We are aware the save system is not pushed out and is delayed a few days while we tweak a few other critical systems internally. We're aiming for it to be live at the latest by Thursday at midnight this week. Optimizations are still ongoing and we will continue to work towards maximizing performance.