The carrier kinda slapped us around technically as we worked to implement and R&D it on the fly. Here is the remaining list till we can wrap up this card on the roadmap.CERC/Doctrine revamps that i posted about a few days ago on the Discord announcements.
Docking at Ports
Death Condition tied to the Carrier and not Winters
Winters is now a rebuildable Hero at the Carrier
How to opt into Experimental
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.
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type=details]
New Water Shader
Updated LHA6 Materials slightly and Added rotating Radars.
Fixed Merlins not 'remembering' they were carrying a vehicle when saved/loaded
Carrier now properly filters FinalMoveCommandOverrides to *also* be at water height (otherwise in some situations, giving move commands could cause the Carrier to ascend in place)
Fixed a math issue that could cause the Carrier to turn the 'wrong way' to avoid hitting something, if it detects that it's between two obstacles (the math made it pick the distance towards the *shorter* gap, which was wrong!)
Fixed a separate math issue that could cause the Carrier to do an unnecessary extra 'boat forward turn check trace' when it has decided already that it wants to turn left
Resolved units being registered for perception queries *BEFORE* registering on their team, which resulted in a lot of 'useless' queries clogging up perception
TUGS overhauled to no longer use sphere traces (in a submitted savegame, this cost about .25ms per TUGS: a submitted save with about 8 TUGS had ~2ms in TUGS scan costs!)
TUGS Optimized
Commit of shell casing 'cull cases' (Weapon owning pawn LOD above 1, or weapon mesh not rendered, will result in no casing FX being spawned)
Crashfix for rare situation when saving when a FactionManager is (somehow) invalid
Carrier Unit Recruitment Added
mprovements to unit movement when being recruited from the Carrier
Fixed Chelsey/LT AI registering with Perception before they've registered with Factions
Fixed a typo on the hovertip when hovering a SRP
Added a mouse-clickable close button to the Diplomacy dropdown menu lowered volume of FNSCAR gunshot to match the rest of weapon sounds
Fixed Leviathan+Little Buddy AI registering with perception too quickly (resulting in excess perception queries)
Fixed Leviathan using some old 'find infected zone' logic that no longer works (resulting in 'wandering around same place' instead of moving between zones that have pods)
Fixed Leviathan having stimuli/perception active while burrowed (itself a source of other oddities)
Some improvements to Leviathan AI debugging to try to better figure out what he's doing
Early cleanup of FPS Crosshair
Fixed up Operator not properly being immediately controlled when loading a save when you saved while controlling said Operator
Unhooked a debug string from the master anim BP
Added the ability to toggle TUGS Tunnel Detection (this is saved/loaded, too)
Updated hovertip for the TUGS tunnel toggle ability
Stinger Missiles will now self-destruct if they miss their target.
Adjusted rally point setting for Carrier to try to stop situations where Carrier-recruited soldiers start moving past where they should to the point that they get 'stuck' on railing
Added Damage Resist types for Civilian Walls+Tents that are very weak to heavy melee (i.e. Juggernauts+Leviathans)
RIM-116 updates.
Updated Leviathan 'valid checks' to no longer be blocked by 'sphere components' (such as the Barracks' ammo restoration radius, etc.)
Updated units to have a 'bReducedThreatFromStructures' value, and shut this down for Juggernauts, BlowUpGuys, etc. much less likely to ignore walls
Added a 'proximity success' for AI 'wall targeting', due to the walls not triggering the relevant trace (traced for with Bullet trace, which player walls ignore!)
Juggernaut AI improvements so he doesn't get as confused by walls
Cleaned up the Open World Minimap image to no longer have the static Carrier on it
Fixed some mesh tick optimization that wasn't unified properly for units that were hidden in Fog of War
Updated Leviathans to animate properly when attacking while in Fog of War, making them effective when Chelsey deploys them against civilian faction camps
Fixed issue with trees not clearing after landscaping in presidio.
Shotgun spread values improved
More improvements to proxy movement base movement/Carrier recruitment to reduce cases of units 'wandering to the edge of the boat'
Fix to recruited units not properly recognizing they're on a boat when finishing exiting the door
Set up the Carrier to no longer be killable via Delete Selected Units (DEL key)
Move doctor loop for Proxy-movement following on the Carrier to resolve situations where units 'bypass' their follow target and just keep going
Improvements to save/load of units on Carrier: should stop incorrect move orders for characters on load who were saved while moving
Fixed the Carrier having a weird 'radar dish silhouette' if you mouse over it while not having it selected
Added some safeties to the Unit Preset dropdown entries, to stop issues from occurring when a preset references a no-longer-valid weapon
Slight improvements to Unit Recruit Preset response to 'missing' weapon template(s)
Fixed a crash with CheckAddFlashlight() being called when someone has an invalid or unfilled weapon
Fixed player getting the wrong error message when trying to enable the Civilian Evacuate order when an Evac Helipad was in the Zone, but no Holding Area was built
Added a 'Upgrade Shop' (for turrets so far, for now)
Added the two CIWS turret mounts to the shop (Mast and Stern)
Fixed Field Turrets having an RPM of 5.5 (that's ridiculously slow: set it to 650, equivalent to a SCAR, as a stopgap)
Added repair aspects to misc assault structures
Health increased to 140 from 115 for standard infected
Updated garrison seat data in most vehicles to match the new setup
Added fix for Juggernauts bypassing Custom Game settings
Added proper disabled text for being unable to toggle a helipad to Evac mode when all evac pad slots are taken up
Fixed Ammo Tent not providing supply to vehicles -Boats
Fixed a turning issue with HandleWideTurnToTarget that could sometimes cause Left Turns to be incorrectly assessed
Fixed the Scan Tower not having the correct button image assigned to it
Progress commit for boat 'Water Transition Points' for LCAC amphibious movement
Early logic for transferring from water-to-ground: not perfect yet, since LCAC won't remember its initial land move order, but this can get it onto ground, from which you can give it additional orders
LCAC can remember its land-based move target now when transferring from water to land
LHA6 garrisoning logic added so it can garrison and degarrison LCAC (visuals ain't perfect yet)
Fixes for LCAC 'transferring between land/water' modes and sometimes freaking out and using the wrong Character Movement state
Added and implemented LHA6 movement audio
Added 'lerp into garrison' logic, and used that for LHA6 garrisoning boats (so LCAC benefits)
Fix for a crash with boat traces (this reveals an issue with boat traces and behavior that needs dire fixing on Monday)
Updated Water materials and added Boat wake effects to the LHA.
Created and assigned custom attenuation for LHA6 movement sounds
Adjusted LHA evac points to more realistic locations.
infected base health increased by 10%
Fixed LCAC vehicle AI often failing to turn on ground
Fixed LCAC to orient rotation to movement
Fixed a turning issue with Water movement that could 'break' left turns
Added 'degarrison from within another garrison' logic for use by the LCAC while it's docked within the LHA6
Fixed some mouse/cursor interaction with LHA6 when you have a regular soldier selected
Made adjustments to default nav mesh to solve some issues with oddities on the water
Added transition points for hover craft, will be adding more beach points soon
Changed Infected Raven material to no longer produce Glass effects when hit.
Fixed a mouse-case that stopped helicopters from being able to move when trying to move from a right-mouse click on the Carrier
Added a beachhead to North Western edge of Angel Island
Fixed a math issue that caused proxy movement logic to navigate to the wrong spot if the proxy movement base had multiple meshes (since it now has multiple meshes, due to elevators!)
Added a beachhead to the northern wetlands of treasure island
Added bottom-of-screen widget for LHA6 'docked boats' garrison display
With support for degarrisoning units from any docked LCACs directly onto the LHA6 elevator
Set LHA6 Speed to realistic value of 1131cm/s (22 knots, 41kph)
Turned off gas usage for the LCAC for now, since refueling them at sea should they run out is not resolved yet
Fixed math for 'lerp into carrier' logic when LCAC enters LHA6 (was causing it to move too fast)
Fixed up calling GarrisonUnit from a vehicle onto a unit when that unit hasn't yet set that Vehicle as its GarrisonActor (now that gets set inside said function, ensuring both units run their proper logic)
Added logic to make LCACs recruited at the LHA6 to auto-enter its garrison
Updated LCAC hovertip to better indicate its ability to move on land
Updated LHA6 recruitment of LCACs to indicate that they get garrisoned into the Carrier upon assembly completion
Disabled the free LCAC the player gets when starting up a fresh file in the Open World Master
Fixed the LHA6 shop confusedly getting both turrets and soldiers if you open turret before soldier
Updated deletion of units via DEL keybind to not allow deletion of those flagged as 'bSpecialUnits' (previously blocked boats and only boats)
LCAC can now be deleted via deletion keybind, without LHA6 getting deleted
Marked Winter as a special unit as well, for now, so she cannot be deleted via the delete units keybind
LCAC 'leaving land' now uses some additional logic to try to move closer to a nearby boat spline (so it doesn't get 'caught up' going the wrong direction)
Fixed the LCAC potentially going the 'long way around' when having moved from land onto water and now moving along the water towards the move target
Adjusted the Carrier capable of repairing vehicles and helicopters that are on-deck
Adjustments to repair logic to allow Engineers to have much less struggle in repairing player walls
Added fix for LCAC's Degarrison Button not properly updating if you have it selected when it has units garrisoned *and* it transitions between land or water (since it cannot degarrison while on water)
Fixed the water effect from the LCAC BP to also not be playing if we're on land
Updating the stuck response for LHA6 to not fire off as easily so it doesn't teleport all over the place
Updated LCAC stuck response to move back utilizing normal from impact, if valid, instead of just moving backwards along its own forward vector (so it shouldn't get stuck behind LHA6 as often)
LCAC should more reliably recall whether it is on ground or water now when loading (and hopefully fix some edge cases too)
LHA6 'bump into landscape' safety extreme measures reduced: pushes away now, rather than merely warping away
LCAC boat radius reduced to a more reasonable size
Raised LCAC ground/trace trace points to improve overall movement
Set Water collision to also block wheel traces for LCAC.
Please note the following going forward (Restart your game/steam to get the update if needed [/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 https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08 [/expand]
Ways to Support Development
[expand type=details] Everything goes towards expanding the team and building a better game!
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/
First 40 Minutes of Cepheus Protocol Anthology Season 1
This is running of a different build of the Game engine that should give you more stability and a better player experience.
The issue of crashing seems to be related to Discord's hardware acceleration and memory allocation issues.
As SaiBorRai is build on the Unreal Engine there has been reported simular issues in the past where Unreal Engine 4 games would comit fatal errors that would crash the game due to Unreal and Discord allocating memory on the same addresses causing either Discord or the Unreal Game to crash.
This was brought to my awareness just recently so if this is the case, the solution will be to Disable Hardware acceleration within your discord settings and run SaiBorRai with administrator privilages from the SaiBorRai.exe located inside the game folder.
I do not hope you will experience this issue but the beta testers had either the game or Discord crashing leading me to believe this is the root cause of this problem for not only SaiBorRai but also many other games that are build on the Unreal Engine.
This has nothing to do with the engine nor discord, rather the two allocating memory blocks on the same addresses making the computer not understanding what's going on.
I am currently trying to figure out a solution as this lies at the responsability of me as a developer and not the player.
If this issue does not occor, then GREAT SUCCESS! because it took me a long time to nail down and fix the other issues and this is also the reason why the release has been delayed the issue became very prevelant and random crashes destroys the experience 100%.
I still have to leverage in Early access as this allows you to easily report bugs and issues and i appreciate all the bug repports as this gives me more coverage over bugs i cannot trigger myself due to each individual having a slightly or highly different play style
Thanks for reading this abomanation written by a very tired dev who stares deep at the bottom of the coffee cup! :D
The demo for Sounding Stone's new game Blood Lily Loop is now available!
Your bestie seems to be hiding something. There's something about your world that seems odd as well, like it has...secrets. Dive into the Cthulhu Mythos universe of this horror game and witness a "friendship" that rewrites the world.
Be sure to add this game to your wishlist and follow up with the updates.
The demo for Sounding Stone's new game Blood Lily Loop is now available!
Your bestie seems to be hiding something. There's something about your world that seems odd as well, like it has...secrets. Dive into the Cthulhu Mythos universe of this horror game and witness a "friendship" that rewrites the world.
Be sure to add this game to your wishlist and follow up with the updates.
The demo for Sounding Stone's new game Blood Lily Loop is now available!
Your bestie seems to be hiding something. There's something about your world that seems odd as well, like it has...secrets. Dive into the Cthulhu Mythos universe of this horror game and witness a "friendship" that rewrites the world.
Be sure to add this game to your wishlist and follow up with the updates.
The demo for Sounding Stone's new game Blood Lily Loop is now available!
Your bestie seems to be hiding something. There's something about your world that seems odd as well, like it has...secrets. Dive into the Cthulhu Mythos universe of this horror game and witness a "friendship" that rewrites the world.
Be sure to add this game to your wishlist and follow up with the updates.
The demo for Sounding Stone's new game Blood Lily Loop is now available!
Your bestie seems to be hiding something. There's something about your world that seems odd as well, like it has...secrets. Dive into the Cthulhu Mythos universe of this horror game and witness a "friendship" that rewrites the world.
Be sure to add this game to your wishlist and follow up with the updates.
The demo for Sounding Stone's new game Blood Lily Loop is now available!
Your bestie seems to be hiding something. There's something about your world that seems odd as well, like it has...secrets. Dive into the Cthulhu Mythos universe of this horror game and witness a "friendship" that rewrites the world.
Be sure to add this game to your wishlist and follow up with the updates.
Extra Case: My Girlfriend's Secrets - Sounding Stone / 老奉毊
The demo for Sounding Stone's new game Blood Lily Loop is now available!
Your bestie seems to be hiding something. There's something about your world that seems odd as well, like it has...secrets. Dive into the Cthulhu Mythos universe of this horror game and witness a "friendship" that rewrites the world.
Be sure to add this game to your wishlist and follow up with the updates.
The demo for Sounding Stone's new game Blood Lily Loop is now available!
Your bestie seems to be hiding something. There's something about your world that seems odd as well, like it has...secrets. Dive into the Cthulhu Mythos universe of this horror game and witness a "friendship" that rewrites the world.
Be sure to add this game to your wishlist and follow up with the updates.