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  3. Patch - 1.3.2.5

Patch - 1.3.2.5

If you're experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.

Patch Notes
(Click Show details for a full breakdown of the changes)
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  • Reputation:Removed 'passive reputation loss from comparison between zones' for now, due to civilian factions storing their rep in their home zone (once this is decoupled, can re-enable this, but without this reputation will typically plummet if you declare war on any civilian faction)
  • Added early version of 'reputation viewer tooltip': highlighting your reputation meter on the Diplomacy or Trade window will show you active events that are affecting that faction. This typically won't show 'one-off' reputation effects
  • Added a 'civilian intake zone limit' (default 2) to the Zone Manager
  • The Civilian Admin popup now lists which zones have Civilian Intake active, and disables if you have too many active
  • Includes a message informing you of this if you try to turn on another zone's Civilian Intake while at limit
  • Additional fixes to Mortar erroneous self damage (should still be able to damage self normally, just not abnormally. :P )
  • Fixed Garrison Vehicles to redirect right clicks onto their owning building, to stop repair orders from 'failing' because the garrison vehicle intercepted it
  • Extended borders for certain zones adjacent to bridges, to include those bridges.
  • nitial commit of Mortar building reload+ammo cost setup
  • $250 cost-per-shell
  • Updated Mortar groundfire indicator to switch to a red material if the Mortar firing it is out of ammo
  • Addendum to previous commit: also updated the 'scaling sprite' color to match 'ammoless state' for mortar groundfire indicator
  • Added a Mortar version of the Auto Reload button
  • First pass on Mortars requiring an 'ammo source' (ammo airdrop, barracks, etc.) to reload
  • Some basic messages added on activating Auto Reload or trying to manually reload when there's missing ammo and no supply nearby
  • Fixed the 'move characters out of the way' library function to no longer scoot turrets or mortars
  • Ammoboxes now display their supply meter if near a Mortar
  • Mortars require supply to reload
  • Mortar Updated building hovertip
  • Mortar Updated hovertips for Auto Reload and Reload
  • Mortar Updated Reload to not be enabled unless missing ammo
  • Mortar Updated auto reload to properly run if ammo source reaches the Mortar while it's empty
  • Updated Ammo Runners to not deliver ammo to Mortars (they were doing it for free, like it was a regular character)
  • Updated hovertip for Mortars to not reference the Supply Atlas yet (since that doesn't support Mortars yet)
  • Added Ammo Truck (Supply/Ammo Atlas) basic support to building-type Mortars
  • For now, Mortars will be able to reload/auto reload if an Ammo/Supply Atlas is deployed within range
  • This still costs cash, but since Ammo/Supply Atlases do not have a supply limit so far, this doesn't cost anything extra
  • Updated price display for Turret/Mortar reload hovertip(s) to be more accurate if the player has the 40% doctrine
  • Updated price calculation for reload call to no longer fail if you do not have enough money for an undiscounted bullet (discounts, like the 40% discount, are now taken into consideration for those initial checks)
  • Click-to-target logic for Mortars improved, to stop some 'regular unit safeties' from blocking it
  • Structures deprioritized in autofire logic, including clearing current autofire target if it's a structure and a non-structure is detected
  • Click-to-target logic improved to clear autofire (previously, autofire would block right click)
  • Fixed a crash with saving, in some cases, where something might have an invalid faction manager
  • Started improving move proxy synergy with queued move orders
  • Improvements to attack move to detect 'obstructed-but-visible' targets, to allow units to continue to attack move destination instead of 'staying still to try to shoot at something that we do not have an angle against'
  • Fixed a check for vehicle aiming that was using Muzzle instead of Aim Source (likely was causing some 'turret overcorrection', especially on longer barrel weapons like the Cerberus cannon)
  • Started on Unit Mover merge logic (not activated yet, since other criterion needed for limiting unit movers, otherwise this'll just cause more unit movers to spawn)
  • Updated the main AnimBP to update 'Garrisoned' via delegate, and updated the 'AnimGarrisoned' tracker bool's name, and to only run updates for it if the C++ says we're garrisoned. (looks like it'll save some ~.002ms per ungarrisoned unit in their animBP)
  • Updated 'DetermineGib' to not run for units that are not visible in the Fog of War (so civvie/factions vs infected won't spawn niagara effects for no reason, unless you have vision of it)
  • Camera Fixed unit camera following (via INSERT) to work with the new system
  • Camera Implemented a CepheusSpringArmComponent, and used that to make an improved version of its 'camera probe collision check' to reduce the amount of clipping. vUnlike regular check, the updated version supports a 'max trace distance', so when you're very zoomed out it'll skip over things near to the ground (so passing a skyscraper won't suddenly pull the camera back in)
  • Fixed a bool issue in the the Anim BP that I introduced with a previous optimization (caused units who exited garrison to still animate as if they were within one)
  • Camera Adjusted Threshold to avoid camera getting 'stuck too high in the air' sometimes
  • Camera Adjusted follow camera height offset to not use height offset for vehicles (looks awkward for helicopters)
  • Camera Added camera height offset of 48 to stop some situations where camera would get a bit 'stuck' in the ground at close zooms (requiring you to zoom out a lot before the camera visibly zoomed)
  • Camera Disabled some camera lag to make slow motion work a bit more smoothly
  • Camera Also fixed zooming in/out with slomo
  • Camera Fixed 'camera follow unit' to function better on the newer system (avoids attachment, since the TargetVector system handles that well enough)
  • Camera Adjusted height adjustment traces to ignore the camera Follow Target
  • Camera Updated 'height threshold' to 80K (from 3K) so camera doesn't get 'stuck' high in the air
    Edit for grid 1 landscape, corner near the grocery store
  • Camera Added an extra trace for 'ground only blocking traces', to stop the camera from being able to 'go through the ground' when really zoomed out
  • Camera 'avoid clip into stuff' traces updated to better recognize landscapes/water: Z-check done to make it
  • massively* more consistent for long-distance checks
  • Updated landscapes for Calypso and the Horde Maps to be marked a 'Ground' collision for this purpose, too
    -Camera
  • Camera Keyboard movement should be more uniform with mouse movement
  • Camera Keyboard movement no longer should stutter when toggling slo-mo on
  • Camera Updated camera rotation to no longer be delta-time dependent, to resolve 'slomo jitter'
  • Camera Fixed up some Operator/new pawn camera interactions
  • Fixed incorrect shading on Carrier and water surface.
  • Minor optimizations.
  • Added some impact particle effect spawn checks to reduce number of particles spawning for performance's sake (gun/impact effects won't spawn if they hit a non-rendered actor, now)
  • Updated the GameState to track visible enemy structures
  • Updated Mortars to use the GameState's visible enemy/structure registries instead of each mortar having a huge collision sphere, Performance gain seems to be roughly .1ms per Mortar
  • Adjusted gib and impact effects spawn check to no longer have a 'not hidden in fog' condition (they still have the 'recently rendered' condition, however)
  • Wheels will now accurately match velocity and will no longer break upon reaching max speed nor reset when stopping.
  • Halloween mode turned off
  • Added logic to reduce the amount of times gibs spawn: If a unit is not rendered and they die, they will not spawn gibs. If a unit is in the fog of war and they die, they will spawn gibs if they are in the camera's view frustum
  • Set up Faction civilian clutter to no longer be independently visible: should now just appear when you see the main tent of a stronghold
  • Set up Faction civilian walls to use the PerceptionMonitor thread, instead of not doing that - additionally should no longer remain as a stimulus once the main tent of the stronghold has been seen
  • Set up an additional Impact Effect check for weapons hitting surfaces to not try to spawn the impact if the location is not within view frustum
  • Set up a basic optimization to try to deactivate RotorWash particles when helicopters are offscreen (or if in air, if the location under them is offscreen) Result: In a lategame save, number of sight queries dropped from ~150K to ~61K (~90K drop, in-engine drops perception system cost from ~20ms to ~8.2ms)
  • 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
  • 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


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
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190
[h3]New Roadmap system [/h3]
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!
[h3] Consider Supporting us on Patreon[/h3]
[h3] Merch Store [/h3]

[h3]Cepheus Protocol Anthology[/h3]
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/
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
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