(Click Show details for a full breakdown of the changes) [expand type=details]
Resolved an issue where loaded buildings that have an 'unfold animation' will continue taking up performance costs for roughly 30 seconds or more after the game load completes (math issue in disabling their animation cost after fold animation completion has been resolved) bFrom a user submited save file "Save12", this results in roughly .5ms being saved during each second of roughly the first minute of gameplay
Optimzations to Capture Trucks
Post Process tweaked to make the world look less "Dark"/ washed out
Cassnadra Yates starting operator added to replace the "default" one. We will be rolling out more variations over the next few weeks. Customization will still be a long term goal
Operator Movement and Camera Controls vastly improved
Operator Crouch system revised
Operator Melee revised to be more effective (Middle mouse button)
Adjusted pod trace logic to try to prevent pods from spawning 'on top of buildings' (with 'repeat check trace' that rejects the Pod Trace in the BP if it is outside the target zone)
Increased grace area for constructing the Chelsey/LT hives (since in one test a hive landed smack dab on a bridge in such a way that it blocked traffic successfully)
Minor safety fix to Juggernaut attack logics that would bug him out
Improved safety fix for buildings unfolding when loading saves, to make sure they don't 'stay folded' in some situations
Fixed a loading issue that made vehicles end up in the 'first group position' in the Unit Group Windows at the top left
Updated ZoneManager to also call its civilian destinations updated delegate if one of its registered
Rebuilt collisions for Parking Complex in Grid 6
Collision clean-up for crane in construction zone, readjustment of Zone 7 and 8 borders and Location Volumes.
Updated Mission Objectives widget to be slightly larger (due to new font size) to try to prevent some text-wrapping issues
Mission Objective widget adjusted its show/hide animations to be a bit more effective
Moved quicksave to F8 (from comma, which was also fighting with Select Next Mortar)
Moved quickload to F9
Added a 'JumpToMinimapPing' keybind (to Period key), instead of having it be combined with Slow Motion on the Spacebar. If pressed within a roughly 3.5 second timeframe of a minimap ping occurring, your camera will move to the ping
Fix to pain causing volume incorrectly killing units in horde map 01 in certain spots
Repairs to Golden Gate Bridge ramp collisions causing units to float sometimes
Made several improvements to Attack Move handling- Should no longer 'lock up' if you issue an attack move order to units already in an Attack Move order if said units are also in Run Mode
Similarly, ordering an Attack Move on currently-running units should now properly stop them (though it may take a moment for them to rotate to target if already in combat range: better response than before, however)
Improved some of the spawning logic for Unit Movers to try to stop situations where they spawn 'stuck'
Improved move order logic for non-Assault/Guard unit movers to hopefully stop Infected from getting 'confused' about where to go, resulting in them just clumping up and refusing to move
Fixed completed Turrets not properly displaying 'Are you sure you want to destroy this' text when you manually destroy them via command window
Updated Medic 'CurrentHealingTarget' Medics no longer use rotation animations while they have a valid CurrentHealingTarget (to prevent 'overly fidgeting' while trying to track someone to heal them)
Medics no longer uses a 'glowing yellow' animation to indicate status, but simply changes the icon to Yellow if a status is in effect (to save performance), too
Fixed the Ammo call-in disabling if you were at or above unit capacity
Fixed an issue with the Infection Zone widget show/hide button capturing 'keyboard focus' if you click it
Overhaul of Grid 8 on Presidio and landscape clean-up to increase buildable area on and around the mountain. Location volume revisions to follow.
Bounds fix for orange-tarp boxes that were flashing
The missiles from the Shawnee no longer will permanently gain spread and fire incorrectly
Fix for Road mesh quality when used with splines.
Animation mirroring is now working for when you shift the player camera from shoulder to shoulder
Fixed units not properly marking themselves as not being recently rendered if they're spawned or loaded as visible in-world, but not currently in front of the camera
Shadow Optimzations added so you can limit the amount of Dynamic shadows you can see at once. (Added to Video Options)
Updated the setting's name+description in the Advanced Video Options widget to more closely reflect what it does
Options menu hovertips 'fix pass'
Updated a lot of hovertips not functioning at all in the Pause Menu's options menu
Did a spelling/grammar pass on a lot of options/hovertips
Improved offsets to minimize situations where the hovertip would 'go off the left of the screen'
Matched the scaling of the hovertips on the Pause Menu and on the Main Menu (to 1.25, instead of having one at 1.0 and another at 1.5)
Fixed the Audio Options in the Pause Menu not properly having a background
Added new location volumes for Grid 8 improve CP truck deployment
Splash updated
Added operator only damage multipliers to make TPS more responsive
Fixed UI scaling for spread
Updated the Load Game slot buttons to use a switch to localized text, rather than trying to read the enum value directly, when displaying difficulty (should hopefully fix builds displaying the difficulty using the incorrect text - something which doesn't seem to occur in-engine)
Fixed AI_Vehicle not properly getting enemy vertical position when comparing turret rotation towards target
Updated vehicle AI to always update turret rotation to target instead of only when we're not already facing it
Updated Shawnee's 30mm's animation blueprint to no longer lock its yaw to forward-facing, and to have much greater Pitch freedom ([11, -180] pitch)
Shawnee should be able to fire its 30mm a lot more accurately now.
Shooting logic should be much the same for most units, but the Shawnee now will no longer be able to fire its Rocket Pods unless facing the target (its 30mm however is much more able to rotate and shoot as needed)
Move proxy adjustments to help smooth out movement from Treasure Island North to South
Added a navblock to a part near the docks in TI North G6 to fix a spot where units could get 'stuck'
Updated Player Formation Move Handler to not 're-issue' a move command to itself again periodically if the target location hasn't changed since the last check (and we weren't interrupted/blocked from reaching it), to prevent situations where the Move Handler might 'repeatedly backtrack' due to two similarly-long pathways that it cannot decide between (such as a particular ambulance in TI North G3)
All units have had their focus logic compleltly rewritten to resolve instances where they look in the wrong direction consistnetly.
Helicopters should no longer fly sideways or other nonsense
Improved Garrison/Degarrison logic and Construction logic to try to stop units from failing to see enemies when exiting a vehicle or exiting construction mode: seems to work pretty well
Base infected health lowered to 150
Critical damage stat added to all weapons. Based on weapon different weapons have different critical chances. We will implement UI to add this in the future in alignment with our want to add attachments
Fixed turrets not properly saving auto-reload setup
Fixed the co-pilot and backseat medic meshes in the Capture Truck (they were A-posing due to using updated anims but outdated meshes)
Fixed Juggernaut and Leviathan having references to the old Ragdoll functions
Slight update to hovertip for Restrictor to try to make it more clear that it's for the Leviathan
Updated ammo-refill for multi-weapon characters to try to 'reload' the non-primary weapon if the unit is not in combat, or the weapon was empty at the time of ammo refill
More updates to Formation handling to try to minimize backtracking. Needs more fixes for vehicle setups, but hopefully should be better for all-soldier move orders
Made changes to Helicopter 'building avoidance' logic. They should be a bit more reliable in how they navigate and get into posistion to rappel
Result: Helicopters able to more ably navigate tighter building lineups, such as the western side of Treasure Island north, or the cities of Presidio (test giving a fastrope order on the streetcorner near a tall building, for example!)
Helicopters will now turn towards current combat target if armed (not perfect yet, but fairly good)
Updated some reloading logic to allow the Shawnee to reload its rockets during combat when it would fail sometimes
Updated 'Fire into Air' to not be added to your abilities on the Command Menu if you do have soldiers selected (to stop Cerberus Mortar from being unable to mobilize)
Also improved 'mortar deselection' on mobilizing a Mortar Cerberus to properly remove the Mortar from the SelectedActors array, too, so the radio option will properly appear when mobilizing a Mortar Cerberus that's selected by itself
Updated several issues with Cerberus mortar animation setup to make it properly fold, unfold, and aim
Sockets adjusted for Grenade Launcher and Javelin so their VFX works with the new standards we have implemented.
Added a new collision channel to allow weapons to properly shoot through see-through block all including projectiles from spitters. Fences/Wooden fences things that make sense they could shoot through.
Weapon spread values revised for all weapons based on user feedback on making them not stormtroopers
Speculative fix towards Juggernaut Wallbuster AI crash (again)
Fixed skeleton mapping issues with the civilians male and female
Fixed missing fastrope animations on some classes (like civilians and medics) assigned
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
Known Bugs
(Click Show details for a full breakdown of the changes) [expand type=details]
[/expand]
New Versioning Number system
[expand type=showmore ] 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 [/expand]
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 [expand type=details] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The demo version of the new game- Art Reborn by MuccyGames Studio has been launched at 10:00 on November 18. We cordially invite all curators to this feast of art!
-----------Carnival Contents-----------
[Duration] November 18, 12:00– November 30, 24:00
[How to participate] Curators can post reviews of Art Reborn on the game's page, and gifts will then be sent to the top five people based on the number of recommendations from the reviews.
[Gift] The first 5 winners will be given an activation code for the official version of Art Reborn on steam. If the content of the review is not related to the game or if the review is copied or forwarded to others, the review will be considered invalid and the winner will be disqualified and the award will be deferred to the next person.
Large-scale optimization patches have been carried out throughout the game
It's okay if you grow up without a problem and catch monsters well, but if you run away without catching monsters, it's lagging and it takes a long time to die or escape.
This has led to game-wide optimization, which seems significant.
(Monsters may still accumulate ridiculously or temporarily stutter due to effects)
If you press Play after patching, it may take some time to start the game
This is only done at the first play due to many changes, so you can play normally if you wait
Thanksgiving Banquet Place six different Thanksgiving dishes on the Thanksgiving Dining Table, and then press E to enjoy the treat and be rewarded with the Thanksgiving Buff. Placing Roasted Turkey right at the center of the Thanksgiving Dining Table will bring something special to Explorers.
Pardoned Turkey Event In the Noviceland biome, Explorers may find wild Turkeys locked in cages. Players will need to break the cage to free the Turkeys. Once they are freed, Turkeys will drop Turkey eggs that provide rewards. While freeing the caged Turkeys, explorers have a 30% chance of running into special Pardoned Turkey. Killing the Pardoned Turkey will drop the event item “Turkey Feather,” which can be used to summon Dodorex.
Turkey Challenge - Summoning Dodorex
Upon collecting a certain amount of Turkey Feathers, explorers can use them to summon either a Dodorex (20 mins at 90% chance) or a Dodorex (Permanent at 10% chance) at a cooking pot.
Dodorex In the world of Pixark, even the weakest and humblest beings have dreams of becoming something stronger. And the Dodo, who is bullied by everyone, may become an existence to be feared by everyone. Legend has it that some dodos with exceptional talent were blessed by the ancestors of the dodo family and evolved into the most powerful Dodorex. Of course the legend is just a legend, in fact, people believe that Dodorex may be the descendants of Tyrannosaurus rex genetically modified by aliens. The biggest basis for this idea is that people have not yet found evidence of the existence of wild Dodorex.
Tamed Dodorex can bite (LMB) and shoot flames (RMB)
Thanksgiving Items:
Thanksgiving Decor: May drop from the Supply Drop and the Turkey Egg rewards from Pardoned Turkey Event:
Thanksgiving Dining Table
Thanksgiving Chair
Thanksgiving Recliner
Thanksgiving Curtain
Thanksgiving Decor Balloon
Thanksgiving Wall Decor
Thanksgiving Dishes May drop from the Supply Drop and the Turkey Egg rewards from Pardoned Turkey Event.
Roasted Turkey
Pumpkin Pie
Beef Wellington
Salad
Brownie
Sweet Potato
Thanksgiving Equipment Skin Turkey Hat May drop from the Supply Drop and the Turkey Egg rewards from Pardoned Turkey Event.
Drum-Stick May drop from the Supply Drop and the Turkey Egg rewards from Pardoned Turkey Event.
Farmer’s Fork May drop from the Supply Drop and the Turkey Egg rewards from Pardoned Turkey Event. Dodo Chief HatCan be crafted using 30 Turkey Feathers at Tailor’s Workbench. Can only be equipped on Dodorexes.
Others
End Halloween Events.
Run into bugs? Help us squash them by reporting any bugs or issues here: {LINK REMOVED}http://bit.ly/2YMJQ3x
Please follow our Twitter, Facebook, Instagram, and Official Website for further news and updates for PixARK on Steam, PS4, Xbox One X, and Nintendo Switch. PixARK is now available on Steam, PlayStation Store, Microsoft Xbox Store, and Nintendo eShop “PlayStation Family Mark”, “PlayStation”, and “PS4 logo” are registered trademarks or trademarks of Sony Interactive Entertainment Inc.
OKAY, SO... Kinda big news and not! And yes, I know that that is not particularly helpful, that's what the rest of this post is for. XD
So, yesterday, out of the blue, someone reached out to me, asking about the sequel demo and said that they were willing to pay me for it. I'm not naming names, since they wanted to stay anonymous, but they immediately offered me $30 for it. I was, of course, flabbergasted by this offer and blown away by the spontaneous generosity shown to me unprovoked, but that also got me thinking...
See, my biggest problem with uploading the demo to Steam would be the fee I'd need to pay to get the Sequel App ID purchased. That fee is $100 USD. So, rather than just sit on this demo for an unknown amount of time, I was thinking that maybe, if we raise $100 USD, then I can release the demo for you guys, guilt free.
Of course, I won't rip people off who do decide to donate or whatever--if you do help me raise the funds, you'll get immediate access to the demo. And, you know, if you guys think this is a totally sketchy deal, then I am totally fine with just pretending that I never asked you guys this in the first place. (Participation in this is 100% Optional.) But, $30 goes a long way towards raising $100... So, I just thought I would mention it might be worth a shot in case you are interested. :D
P.S. If I got the money today, the demo would not be uploaded to Steam for at least two weeks? That's because I would have to get the game green-lit by Steam Staff, and create a whole bunch of resources. I'm willing to hand out the demo for free before that (if the funds are raised), via dropbox or mediafire link.
Don't send me any money yet, as we still need to iron out one or two game-crashing bugs before I can even think about distributing the demo. But I just wanted to let you guys know what the plan is and timeframe you can hypothetically expect. :)
Either way, let me know what you guys think! :D Is this a good idea or a not-so-good idea? Comment below, or DM me if you're potentially interested!
In the meantime, enjoy this trailer I put together super quickly!
This week, we continued making progress in designing cards and animation, implementing combat logic, and developing story plots for Swing King. We also fixed a couple of bugs, continue improving mobile UI, and improved the talent tree to be more helpful.