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
Please note the following going forward (Restart your game/steam to get the update if needed
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General Development Updates
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https://youtu.be/7hdBPmUtFb8
https://youtu.be/GV3YOssGEfs
Letter from the Producer
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190
New 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-31f1b25ce00148d6844825f4a0c0bc08
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Ways to Support Development
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Everything goes towards expanding the team and building a better game!
Cepheus Protocol Anthology
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
https://www.youtube.com/watch?v=6eWbDibGMrU
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[ 2023-07-20 05:26:55 CET ] [ Original post ]