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.
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]
Readjusted carrier lift levels
Repositioned and rebuilt civilian strongholds at TI Grid 8 and AI Grid 7
Ravens- Tracked down an issue where they could get 'stuck frozen in place' while trying to construct a nest (lerp logic was fighting flight height logic, causing them to never get close enough to ground to actually build their target, so they end up useless)
Added safeties to helicopter/raven movement to prevent Ravens from 'wandering really really high into the air'
Fix to help block units 'getting stuck' on one another if they are really close to one another on the Carrier
Added a z-height fix for units who were moving onto elevator if elevator starts moving down while they were still en route. This doesn't fix some slight hovering in these cases, though they no longer remain 'too high up' at lerp's end
Giving a unit a move command (that's not on the LHA6) while they're on the LHA6 right elevator and the elevator is at dock height will now let that unit jump off to follow said move order
Giving a unit a move command off of a Carrier while they're on the elevator and elevator is at dock height will now not only dismount the unit and let them move, it'll also run proxy movement logic (in case the movement target is far away)
Also fixed the above logic not working if a unit boards the elevator after exiting it
Fixed several docks having the wrong devname (this may mean your Carrier will glitch out when loading a save: if this happens, sorry but it's experimental build)
Added an 'Are you Sure' popup for LHA6 leaving docks
Fixed an issue with civilian faction loading that could cause some civilian factions to 're-roll' or 'lose faction emblem' when loading a save game
Fixed the LHA6 breaking if you assign it to another dock while it's already assigned to a dock
Fixed the "Are you sure you want to undock" popup popping up erroneously if you give the LHA6 a move order while it's moving relative to a dock but hasn't docked yet
Fixed some cases where the LHA6 will fail to be able to undock
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
- Old Knight Trinket (Relic) now damages enemies in a significantly larger area and inflicts 250 damage instead of 200.- Leoki's evolution which causes projectiles to be destroyed on impact of their main skill has been changed. It is no longer effective on Boss skills or projectiles generated through Zone challenges.- War Merchant mines and enemy Ankle Snares can no longer spawn within a short distance of the player. This should stop all issues with these traps being created under your feet when you first spawn in.- You can no longer Evade while invincible. This is really more of a bug fix than a buff or nerf.- Repositioned some Relic altars in Zones 4 and 5 so that they wouldn't have text that's cut off on the edge of the screen.
Fixes
- Fixed: If you have the Quality over Quantity skill tree node active and have Instant Level Ups enabled in your Settings, it would eat acquired level ups and not give you any damage bonus.- Fixed: If playing Singleplayer, sometimes when Player 1 died, you could not dash as your Ally.- Fixed: When your Ally or Player 2 died, Player 1 wouldn't actually lose HP during the resurrection process.- Fixed: Ball Lightning triggers certain kinds of enemy traps.- Fixed: When Haste or Slow were active on the player, other movement speed bonuses would be ignored.- Fixed: When encountering a Hero at any point, you could never encounter another Hero for the rest of your run.
Getting closer to the Deckbuilder Fest I decided it's worth it to work a little more on some things that may make the game more appealing.
That's why I'm introducing a score screen you'll see when winning or losing. The actual numbers and values, and how they're calculated may change in the future. As always, let me know if you find anything weird!
On top of that, I decided that I needed to change/expand the Mage class a little. I realized that having access to all elements at any time would make players focus only on some specific cards and completely ignore others.
So, I'm introducing the Grimoire (equipment) set:
Inferno Grimoire
Magma Grimoire
Oasis Grimoire
Tempest Grimoire
Whirlpool Grimoire
Quintessence Grimoire
The first 5 are dual elements, while the last one has all elements. Now, you will find cards of a certain element ONLY if you own a Grimoire that contains that element. This new mechanic may need some reworking and balance, but so far I like it!
Together with that, I also changed the starting deck for the Mage.
I feel like the game is extremely imbalanced right now, when it comes to comparing the two classes. Not much a matter of being easy or difficult, but I feel that the Mage requires way more planning and thought, and in general fights last way longer. Which is not 100% a bad thing, but I think I want the Warrior to get a little closer to the mage, at least when it comes to the first 2 levels.
As a final addition for this update, now the achievement for winning the 4th level, as well as the one for The Maker, are split between the Warrior and Mage.
The Chinese New Year is over, and the work will resume on February 25 according to the original update plan. In the future, three rounds of game BUG repair and game function optimization will be completed as soon as possible, after which new content in the update plan will be produced. Task system Pet system Role DIY system New talent stat system New more accurate minimap feature Game handbook system Cooking system Map special TAG Backpack independent window More buildings More guns More gun accessories More props More zombie types