Last two Podcasts
https://www.youtube.com/watch?v=_AfUgBfXTUg
https://www.youtube.com/watch?v=8DwKVi2vPUA
Start a new save if you wish to partake in this test
New Early Game Post Mortem
I will be having a community "post Mortem" open discussion on Monday at 4 PM PST. Do give this update a try so we can gather your feedback adjust as needed and move officially in 1.2 for civilian management/dynamic civilian groups.
https://discord.gg/huYydJQh?event=1023025565298589726
Patch Notes
(Click Show details for a full breakdown of the changes)
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- New Early Game is now in see https://steamcommunity.com/app/979640/discussions/0/3192494671075106022/
- Further improvements to Dynamic UI Scaling
- Infected can now dynamically build "walls" to better defend their zones
- Infection walls can only be destoryed by explosion weapons/flamethrowers
- Infected now dynamically build Gas towers/Infection Pods/Hives and Defense Pods(Spinethrowers)
- Fixed moving in place for characters+ optimized AnimBPs
- Minor Exhaust particle system optimization for Helicopters
- Various UI Memory/CPU Optimizations
- Fixed New Game bug where you would only start with Winters
- Updated threat gain against enemies not in weapon range (either due to being beyond max range, or being too close due to explosive safety) to add threat at 10% regular rate (down from 20%), to hopefully make explosive weapons feel more responsive while avoiding invalid targets
- Improved explosive safety slightly to also do a secondary 'safety check' if our LOS to our current target is blocked by another valid target
- Fixed the Motor Pool erroneously showing weapon market on helicopters
- Updated 'starting population' option in custom game settings to no longer show decimal
- Updated most units to no longer continue adding 'threat' to enemy Structures (that aren't turrets) if the threat is beyond 500
- You can still right-click to target a structure to add threat, though, if you really want to get that pod killed Result: Units should be less likely to 'lock on' to pods and stop defending themselves (unless you right click the pod)
- Updated the unit overhead widget to stay 'hovered' for one second longer if you hover over the unit while they're near a weapon market (to make it easier to click the weapon market button)
- Improved initialization order for driver/pilot spawning for vehicles, so the rare circumstances where vehicles spawn without pilots/drivers should no longer occur
- GlobalIlluminationQuality off by default
- loading screen adjustments
- WIP new muzzle flash / tracer combo emitter.
- ShouldFireGun adjustments to allow them to keep shooting even if a corpse is in the way
- Some updates to weapon and threat handling (in relation to 'ShouldFireGun()') to try to prevent weirdness with units 'dropping threat' on targets and switching to other targets even though target acquisition was valid
- Also upped the ACR's perfect (500->2500) and medium(1000->3500) accuracy ranges
- Added a crash fix for https://discord.com/channels/469412014427602944/986144869590368256/1013003335613292544
- Fixed nav errors on hordemap 2 and turned off a lot of dynamic shadows to help performance
- Fix invulnerable units on Horde 01
- Progress commit on getting minimap online (should stop most crashing/BP errors, though need to hook up more of the images)
- fixed weapon not attaching on characters
- Fixed boss healthbar logic
- Fixed Civilian interaction widget color
- Fixed Civilian minimap POI color based on whether or not they're under player control
- weather effects added to heavy and spec ops, hordemap3 progress.
- New Reports are sent to the player notication screen to give hints of where Chelsey is setting up her base early game.
- Added 'signout' logic to the News Reports - once Chelsey builds her hive, the player will get a message that news stations are signing out
- Raised the chance that hive-less Chelsey will wander between zones (if not already moving to new zone, 90% chance to go to another zone every 30 sec)
- Added more 'news reports' formats for the early game news reports
- Shawnee has Rockets now
- Added 'corner trace' logic for infection gas tower construction, to prevent towers from being built 'on the edge of maps' or things like that
- New Medic Mesh added
- New Assault mesh added
- Fixed player unit minimap icons not flashing when the unit takes damage
- Added a fix to weapon ammo refilling to prevent crashes if the weapon has *more* ammo in its magazine than it normally should (for whatever reason, be it mod, update, or what have you)
- Updated Ammobox handling logic to prevent setting it down on top of characters or buildings (it can still 'overlap' them, but it's a step in the right direction)
- Added a new safety so ammo crates 'move units out of the way' upon landing
- Fixed up some scaling for the Operator HUD
- Fixed scaling issues with some mouse hovertip widgets (especially for options menu)
- Fixed more 'mouse following text' widget scale issues
- Checking some bug reports
- Fixed a crash with Chelsey wander behavior if she starts in a zone with no spawn node (which shouldn't happen, but still)
- Fixed the bridge "build zones" from being included in the Infection Zone Manager (they get treated like 'regular zones' if they're in the ZoneManager)
- Removed references to the unused 'Shotguner[sic]' Assault variant
- Fixed ammo runners having 'overhead widgets' like regular units do
- Updated healthbar handling on 'overhead widget' to function better w/ damage taking
- Also improved heal animations and gas-up animations to no longer cause misalignment
- Fixed m249 hand positions
- Fixed several display issues with the HUD Recruit Popup on the new system (so units with no weapon should now display properly in the recruit popup)
- Fixed a crash with RefireWeapon
- Tac21 added for patreon guy
- Acr - polished (texture)
- xbren added
Please note the following going forward (Restart your game/steam to get the update if needed
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Known Bugs
(Click Show details for a full breakdown of the changes)
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- Assaults do a weird anim when firing a flare
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New Versioning Number system
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We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
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Letter from the Producer
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
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
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
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
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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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Swag Store
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! WinterSmile
Link here

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[ 2022-09-24 00:13:51 CET ] [ Original post ]