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Patch Notes
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- Updated camera zoom: Zoom is faster, so it takes less scrolling to zoom fully in or out
- Zoom again operates on deltatime, so it should no longer slow down if your framerate is lower
- Civilian intake Updated civilians to move to intake in mobs, rather than only one-by-one-by-one. Fixed evac 'breaking' if units were already mobbed up
- Large boost to minimum camera movement speed
- Large boost to minimum camera movement speed, and made it configurable (MinimumCameraSpeed in Pawn_PlayerCamera)
- Added multiplier to zoom out speed 'ZoomOutMultiplier', set it to 4.5 so player can zoom most/all the way out with one mouse wheel spin
- Fixed div/0 issues in PurchaseReload for Mortars and Turrets
- Resolved camera speed issue that occurs if you adjust camera speed from the Keyboard widget
- Moved the camera move speed slider to GameOptions instead of the disabled Keyboard options widget
- Updated the camera move speed slider to a newer widget format that supports more features. And used this to set the camera move speed range to 0.5-1.5 (instead of 0-1)
- Updated Game User Settings now, instead of the 'ControlOptions' .sav type. Camera Speed no longer Public in the camera: uses setter, getter, and 'percent setter' for sliders
- Various Tick group adjustments for AmbientCivvieSplineWalkers & NightDay system
- Shut off tick for Grenade meshes (they likely should be static meshes anyway)
- Quick spelling error fix (Black Angles to Black Angels)
- Fixed Infected Turrets registering to the same turret registry as regular turrets, which caused the game to erroneously block turret construction due to infected turrets 'taking up the slots'
- Added a fix for parachutes not detaching from vehicles
- Fixed the 'doctrine skill point amount text' blocking mouse clicks on the doctrines button -CERC 'warning helicopters'
- CERC 'warning helicopters' Fixed them not spawning
- CERC 'warning helicopters' Fixed them failing to load mesh/sounds
- CERC 'warning helicopters' Adjusted some of the air patrol splines to no longer clip into buildings
- Added GrenadeVFX spawn check. If explosion location is NOT in camera view frustum and NOT within 4 times the explosion radius of the explosive itself, then VFX will not spawn.Saves a good amount of performance in explosive-heavy saves (such as with mortars, etc.)
- Fixed Unarmed Ajax not applying Camo correctly.
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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