Update log
Full Cepheus Protocol update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Workshop
- Maps
- Fixes
- Performance
- Server
Patch Notes:
Custom Game Options added to Pandemic it supports the following:
Some Infected configurables
We also added a new "presets" directory on our workshop expanding support for sharing presets. They are JSON files
json custom game options "example"
[c]{[/c]
[c] "customUnitSettingsMap":[/c]
[c] {[/c]
[c] },[/c]
[c] "blockedUnitSpawns": [[/c]
[c] "Infected_Structure_GasTower"[/c]
[c] ],[/c]
[c] "customDaytimeTimescaleSetting": "None",[/c]
[c] "customDayLengthInSeconds": 300,[/c]
[c] "customNightLengthInSeconds": 300,[/c]
[c] "customStartingHour": -1,[/c]
[c] "startingMoney": -1,[/c]
[c] "customGameSettingsVersion": 1,[/c]
[c] "garrisonTentPopulationValue": -1,[/c]
[c] "profileName": "Test1"[/c]
[c]}[/c]
Some settings can be adjusted live but keep in mind some dont take affect till after a new one of that type have been spawned. You can see an example of this live from last weeks CERC HQ. If you want to edit the game live do so as the host or in standalone by pressing "esc" and going to the Custom Game options.
Gun range added to main menu
New Pandemic map from Legacy! Operation Stray Ember is in and available for play!
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Added a 'Reset' button to the Custom Game Options widget
Fixed from Ability Component related instability when switching maps that could cause crashes
Infected now chirp and make mor ambiance noise when moving around the map. When they have a combat they will hyperventilate and get excited . Added some more ambiance sound fields to all infected types
Guard Tower related fixes to resolve some issues with units getting confused when attacking a Guard Towers sometimes
Fixed a regression from Infected failing to attack targets sometimes due to a recent improvement to how AI choose target locations
Fixed a logging crash for Aimed Ability
Set up Structure 'death' logic to no longer delete garrisoned units (instead leaving that to the GarrisonComponent, as is correct)
Fixed Tower Guards not always cleaning up after their death in some circumstances . Guard Tower units no longer have 'lingering ghost AI' that can cause crashes once guard tower dies
Fixed some issues with units dying in terms of client/server sync
Fixed GetRTSCamera() call in UUnitComponent failing when you are in Operator Mode (which could cause units to fail to properly deselect/de-group/etc.)
Specualitive fixes to resolve a bug where Abilities or unit selections could get in a bugged state that could cause crashes
Fixed up the 'preview meshes' used for the Turret holograms (during placing them down for construction) not having any collision (which allowed 'stacking' turrets on exact same space)
fixed some ik inconsistency with the generic op. needs animation polish with wrist rotation
fixed sound being lower vs when crouched
Added 3 male standard infected mesh
sound tweaks to ak105, evolys and m4
Zone spelling correction on Bay Area map
Continuing to refine and hunt down Pathfinding issues, There were some regressions in performance over the weekend as we were tweaking and finding the right settings for path finding cost in terms of CPU. This bulld put another candidate out to attempt to resolve any lingering issues and balance out performance further.
Fixed bad SOC placement in Bay area that blocked placement
Fixed an issue with unit weapons hiding/unhiding improperly when rappelling from helicopters
SOC holograms excluded from HLODS so they dont "phase" in when zoomed out
Fixed animation issue with medic healing
Safety added to VisionGridUpdateUnitPositions() from
https://discord.com/channels/469412014427602944/1436768359298629722/1436768359298629722
Speculative fix for IsTargetOutOfRangeAndHandleMovement() from
https://discord.com/channels/469412014427602944/1436791835329560689/1436791835329560689
Some problematic rocks were adjusted on Bay Area that were causing navigation/path finding issues
Fixed some instances were CERC units would refuse to fire a Structures if they were "Slightly" more
Source
