I found a lady, followed her around, talked to her a bunch, and gave her a some barley. Now we're getting married! This coming Saturday I will be off doing the wedding thing, which means I may go quiet for a few days. However, I didn't want you leave you without first giving you another update!
BUG FIXES
You can now interact with bunkhouses and sleep inside them.
Fixed CTD when buying out some buildings.
Fixed many automation bugs - things should work a lot better now.
Fields will no longer reset their crops when they should not.
Fixed a bug where your character would start fishing in the middle of the map.
Fixed a bug where the caravan ui would not open correctly.
Fixed a bug where offloading all goods to market automatically vs selling them manually would net a slightly different return.
TWEAKS
You can now give your workers items while they are working - though this will interrupt their current production until the interaction is complete.
The cart 'Send To' menu will now show houses last.
Automation - Business A will now only supply Business B with the goods required at that moment in time, unless Business B isn't working on anything, then Business A will supply any relevant goods.
Many other automation tweaks, including cart made being set to 'Never Load' by default, so that it doesn't send to market as soon as you turn it on. Should also be more intelligent about loading carts, selling items, etc.
Tweaks to item price calculations when selling in bulk. You should now net a but more when selling bulk items. Also tweaked the length of time it takes for prices to adjust, and some of the calculation inputs.
Camera will now look at buildings and people when you warp to them.
NEW
There is now a new panel in the market compare screen that calculates the best deal between all markets. It will tell you what item to buy from what market, then where to sell it, and how much profit you'll make. This only shows one trade at a time.
To opt into experimental install "Cepheus Protocol Experimental" in your steam library. It is no longer a beta opt in but an entirely new game granted when you purchase the base game.
As we work to wrap up 1.2 in the coming weeks our goals will be working out bug and balance issues introduced with this patch. The next goal for 1.2 will be to add more "Ambient" civilians in the form of cars/people that litter/populate the cities regardless of their faction and then we will conclude with modernizing the "look" of the ROE tab. Then its the Police Faction and Anarchist time in 1.3 We we will spend 1-2 months (developing 1.3 on experimental) on completely redoing the Factions and deprecating the "Zone" capture circles they use in the experimental "Factions" opt in. The current capture truck method wil be standardized and their AI will know how to properly interact and seek them out
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type=details]
New Civilian camp wall assets
New Civilian camp assets in general
Fixed Police+Anarchist central spawners always being visible in Diplo tab
Fixed 'destroyed' section being listed before regular faction display in Diplo tab
Fixed timer for structure fire damage continuously running even if damage is not being applied (should finally bury the crash, I hope)
Updated the 'destroyed factions' display to no longer have the 'relationship' meter or 'declare war' button
Updated the 'destroyed factions' category in the Diplomacy widget to be toggleable via button, and to default to be hidden
Updated the 'Declare War' button hovertip to no longer say it cannot be reversed
Updated Civvie gates to automatically open if their main tent gets destroyed (to prevent player from self-trapping units that don't have explosives to destroy said gates)
Updated dynamic civvie factions to be able to go back to friendly with the player if reputation in their zone raises enough (even if you manually declared war on a faction then fled, they'll go back to normal if your rep in that zone raises high enough - if, of course, that faction is capable of peace)
Fixed up some RIOT behavior for agitated civilians
raised the rep limit for Rioting to be possible for regular civvie factions (300 to 400), to make it more likely that riots occur if your rep's dropping
slightly raised the threshold for hostility to be possible to 250 (from 200)
Reduced health for civilian faction gate
fixed up some weirdness with civilian walls, so hopefully infected and other units will behave better around them
TUGS Preview added so you can view the range of other TUGS and where you have built them
Repeater Preview added so you can view the range of other TUGS and where you have built them
Fixed a building at Frontier Pier being incorrectly assigned to Saber Harbor.
Fixed navigation allowing units to walk too deep into water in some cases.
Improved the logic for Auto resolving battles outside of the players influence for Civilian groups that fight each other or the Infected. WIll see more improvements over the next 24 hours
Set up a value 'bHatesCivilians' in Faction Container DAs, to mark certian factions as anti-civvie regardless of current relations
Infected base health lowered from 310 to 200
a16a4 damage increased
Fixed the Operator not having frag grenades anymore
Fixed not being able to use grenades even if your selection consists of only one class of unit (ex: only assaults)
Spas 12 damage increased
Aa12 damage increased
m60 rpm increased from 550 to 600
Neverwinter was buffed all around
Fixed several collision issues w/ Flamethrower damage checks (lined up collision box + FX better,
Improved collision check to MUCH more closely match the collision box, etc.)
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 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 [expand type=details] [/expand]
Thank you for playing "Chippy&Noppo". We are pleased to announce the v1.1.0 update. With this update, a new mode "Secret Factory" has been added.
A playground for two "Secret Factory"
There is no fixed theme for the "Secret Factory". You can make your own parts and assemble the toys freely.
In the beginning, there is only a few spaces and machines. Advance the "Assembly Factory" and make the "Secret Factory" more and more powerful. If you have already progressed through the "Assembly Factory", you can play in a spacious state from the beginning.
Once you have assembled your lovely toy, be sure to share it on social media with the hashtag #ChippyAndNoppo.
In addition, we have revised and adjusted the contents of some games.
Display controls when the number of players changed during play.
Fixed various defects.
We look forward to continue working with "Chippy&Noppo".
Eternal Return will undergo temporary maintenance for an estimated time of 5 hours on April 12th at 7 PM (PT) to update Patch 0.82.0.
* The game will be unavailable during the maintenance period. * Please restart your client after the update. * Use of the event page may be limited during maintenance.
-Adjusted some special interactions to appear later on in the game. -Future orders will only start appearing on day 4 instead of day 3. -Characters will no longer come in asking for potions that require at least 5 of a specific flavor until day 10. -All interactions are now either helpful, or orders. Interactions that didn't fit either of these have now been moved to only appear after completing orders. -The hourglass has been removed, you can no longer skip to the next day. Instead, customers will come in a few seconds after the previous customer left. -You can now scavenge while there is a customer in the shop. -You can now open the mailbox while there is a customer in the shop. -Added tips to explain relationships and the usefulness of making people love or hate you. -You can no longer press the back button in the tutorial when viewing the first page (this would result in the tutorial breaking). -Fixed a bug that might make you unintentionally press UI buttons when using the camera controls. -Adjusted wording of tutorial. -Added "Order for" to the top of orders, to help new players understand that this popup is an order.
-The default, non-middle mouse control for camera controls has been changed from Left Alt to Spacebar. -If you double tap the camera control button (Spacebar by default), the camera will be locked to your mouse until you double tap the camera control again (so you don't need to hold it) Holding down the control button in this mode will allow free movement of the mouse to interact with UI. You can double the camera control button once again to unlock the camera.
This is the first change of a continued deep dive look at "fixing" the camera controls. Would love to hear from anyone what other suggestions they might have to make the camera more 'fun' to play with, we have a few ideas that we're testing but aren't 100% happy with anything yet.
Also more graphics settings are coming by the end of the week.
We've also hired an additional character artist, to help us release bigger updates with more consistency. We hear your complaints about how short the game is, and the high quality art standard we have for our content means that it takes a long time, so bringing on additional artists means that we can get lots more exciting content into the game!
v0.7.74 -Update to pirate npc logic to fix situations where they may not attack the player or would wait for the LOD system to tell them they could. -Update to pirate towers pathing to fix some pathing issues with walls -Fixed online cooking and water stations so client interaction is the same as the host and items cooking/water status is in full sync. -Update to buried treasure in online games so they spawn treasure correctly and destroy correctly. -Updated treasure logic for sunken treasure in online games so they have the same items found in single player. -Fix for an online EXP bug where clients could gain exp from dead creatures.