If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
Week Goals:
This week our goal is to wrap up 1.2 on experimental expect a few days of bleed over possibly if any fatal bugs/issues are encountered.
The next 2 days will be Rioting/Non-Lethal Weapons in the form of the Bean bag Shotgun. Then Dynamic Civilian Groups will form that hate you if you ignore their rioting when a zone enters yellow status for too long or you declare martial law for to long. (Up to Wednesday-Thursday)
The following 2-3 days will conclude 1.2 with Civilian Automation & Evacuation.
If a zone is set for intake based on ROE the zone will follow a preset template you can customize.
You will be required to station a scientist at the zones Civilian Admin structure with the detection weapon or build detection towers at these points to determine infection status if research allows.
Base templates:
Unknown
-Cage
-Wait (Wait 8-16 minutes to determine if infected)
Infected
-Euthanization
-Shoot on sight
-Turn away
Not infected
-Holding area (Till Helicopter arrives)
-Helipad
Patch Notes
(Click Show details for a full breakdown of the changes)
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- Further Optimizations to the Anim Blueprint based on profiling data
- Removed all bodies and blood decals from Treasure Island Levels. (To Prepare for Dynamic placement in the future)
- Converted 12,873 assets to removable clutter; on Angel Island and Treasure Island, so far. More conversions to follow.
- We now turn off Infection Structures ability to hear and see via a new thread to save performance if no CERC unit is within 20k UU. This should improve the reliability of vision and framerate improvements in mid to late game.
- Fixed up some AnimInstance_Base C++ logic in relation to mob units, as well, so Mob Units properly recognize which unit is their owner, instead of being 'unowned' and thus always standing still or walking
- Evac load fix to try to stop some civvies from going to the wrong evac pad when loading saves and getting 'stuck'
- Melee Expliot for Infected fixed that could cause them to double melee
- Rioting system improvements
- Suppressing a riot via stamina damage (right now, only way to do this is with sandbag shotgun) will now lead to Riot Suppressed for that Civvie Spline: it will not resume rioting until 10 real life minutes pass (accounting for slo-mo, etc.)
- Rioting civvies will harm your reputation in a zone. This stops when riot is suppressed.
- 'Last riot suppression time' (for the 10 min cooldown) saved/loaded
- Fixed CERC solider aimnode being to "responsive" at times
General Development Updates
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https://youtu.be/7hdBPmUtFb8 https://youtu.be/GV3YOssGEfsLetter from the Producer
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190New Roadmap system
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08Ways to Support Development
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Everything goes towards expanding the team and building a better game!Consider Supporting us on Patreon
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