This patch gives Kelvin the ability to get into golf carts, allows players to create a new armor type, and adds improvements to the auto foundation snapping system.
There are also some additional fixes and improvements, listed below.
Features
Added ability for Kelvin to get into golf carts
Added seat occupied indicators for golf carts
Added new Armor type
Auto foundation now allows snapping at various heights instead of only the highest
Improvements
Arrows and spears are now easier to collect after thrown or shot
Gps tracker will now correctly align to player direction (i.e. when using the glider)
Players can now carry 16 bones
Improved Timmy run animations and added Muddy cannibal sleeping animations and 180 turn on rock for male cannibals
Raccoon’s will now trigger some trap types and eagles will now sometimes grab fish out of water
Balanced fire torch
Improved performance of effects when plater is active
Fixes
Fixed case where golf cart particles could cause visual distortion
Fix for knife equip when waking up under water
Fixed some keyboard keys displaying name incorrectly in some languages
Blocked mounting knight V while healing from downed state in multiplayer
Fixed Knight V tire decal disappearing when dismounted
Fixed a bug when trying to sled in ice caves
Fixed canvas scaling for save game menu on dead screen
Fix for HUD coming back when pressing esc after quitting
Fixed a case of auto foundation placement being blocked when it shouldn't
Fixed various beams linking and dismantling issues
Fixed case where eagle could visually pop on landing
Add splash sound on killer whale jump
Increased cooldown on bat scare inside caves
Fix decapitated carried cannibals not hiding their facial deformations
Improved chopper rotation for clients in multiplayer games
Improved moose path following issues and interruption issues
Fixed issue were projectiles like spears could hit and be blocked by player hands
Kelvin will now drop carried items when forced into sleep state when player sleeps
Fixed shark missing some audio events
Fixed seagull missing transition from "eat" to “fly”
Fixed seagull sometimes falling through collision after landing
Add raccoon ragdoll audio for thump on ground falling out of tree dead
Fixed wooden crate position popping on break
Fixed boat engine missing audio for impact/slide
Wall will need 4 door cuts instead of 3 to be considered passable by ai actors
Fix cannibals often looking away at other cannibals when taunting a bound player
Fix case where Virginia or Kelvin could be stuck in place swimming after jumping into water
Fix case where Kelvin could be stranded if he somehow got very far off the NavMesh
Fix for zipline blocker at Bunker Residential and Bunker Entertainment exits
Fix for some holes in Cave C collision meshes
Removed a few trees in rocks above Cave B entrance
As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub
Hi, We're happy to announce that patch 1.2.0 is now live! -> This patch adds a new game mode: Boss Rush !!!
The Boss Rush mode is designed for the most seasoned players' expectations, featuring a difficulty level based on the manic mode. This mode comes with its own leaderboard!
What else does this patch bring to the game?
- 5 more achievements - Upgraded Bouncing Shots - New CRT effect with the option "TV Bezel"
Fixes: - The Centipede boss now correctly drops a few bonuses - Decreased the amount of lives dropped - Enemies no longer turn white when damaged; they are now black-colored for an improved visual comfort. - Improved general pace on all maps - General performance improvements - Reduced memory usage, faster launch.
How are we doing today? Are you ready for another update? In this update, we continue with DevUpgrade#7 and have added some new features to the game, in addition to fixing bugs. Read more below. Remember to join our Discord for the latest updates. This update also applies to the demo version, which will be released soon.
New Weapon
We have removed a Primary Weapon and added the brutal Thorn-Assault as a replacement. Thorn-Assault is a weapon that leaves all your enemies in the dust, empowering you to conquer everything in your path. This new weapon costs 1200 Silver Coins or 120 Gold Coins. We hope you'll be pleased with this new Thorn-Assault.
New shooting Training
We have added another shooting range to the Main Base called Long Range. The idea behind this training is to practice shooting at longer distances. Whether it's Sniper rifles or other weapons, this training provides valuable insight into mastering long-range shots.
Long Range is a dedicated training course designed to refine your skills with sniper rifles and rifles. This course offers the opportunity to practice your abilities, mastering the art of hitting targets at longer distances, both uphill and downhill for you. Practicing long-range shots and perfecting your precision and timing is a valuable skill to master in order to become the perfect marksman at longer distances.
AMD FSR 3.0
We have upgraded the game's AMD FSR 2.2 to AMD's latest technology, FSR 3.0, which offers you an entirely new perspective and graphics quality in the game. Check AMD's website if you want to know more about what AMD FSR 3.0 entails.
Hot Fix
Earned Gold Coin in ingame Menu issues has been fixed.
End game when dead issues has been fixed.
Conquest Speech Voice System issues has been fixed.
Sniper Rifle issues has been fixed.
UI overlapping issues has been fixed.
Count Points when not in the rooms, in Main Base training shooting area issues has been fixed.
Protections Wall leaves weapon if die issues has been fixed.
Crash when start game issues has been fixed.
Food and Water not spawning in Match Training issues has been fixed.
Reflections issues has been fixed.
Fullscreen and Windowed Mode issues has been fixed.
Follow our Discord for the latest updates. To our fantastic community: Your support is the driving force behind delivering the best possible gaming experience. Thank you for being with us on this exciting journey!
If you experience any bugs, please report them to us as soon as possible on our Discord.
The 3rd major update is here, introducing lots of new content, and huge improvements! Though it’s been a while since the last one, we’ve been at work harder than ever to bring these new changes to fruition we hope you will like them!
Next up, we’ll be returning back to the rhythm of small and frequent updates focusing on quality of life, bug fixes, and other improvements. Feel free to let us know what you most want, we’ll now have the freedom and opportunity to address new requests!
🪡 Tailor, Clothing, and Customisation
New Tailor building
- Requires the new spinning wheel to be built
- Requires the new scissors to be used
Clothes are now treated as equippable items
New craftable clothing items
- 36 new clothes in total
- Split into 13 new items with variants
- Some items such as dresses or tops, also feature different 5 colours for each variant
You and the founding villagers will now start with shabby clothing
- Immigrating villagers will wear fancier clothes and equipment
Your appearance is now customisable at the beginning of the game
New villager appearances
- 9 new facial hair styles
- 5 new male hair styles
- 11 new female hair styles
Improved the skin colour from the unnatural grey to a more human peach-like colour
🏃♂️ Villager Performance
100-10,000x faster villager AI performance
- You’ll most be able to feel this in the late game with many villagers. Whereas before, the game would be very sluggish at large villager counts, now it can handle 200 with ease!
- The most noticeable effects will be villagers spending much less time idling and responding hastily in conversations
Linked to this are much faster loading and new-game generation times
Whereas before, saving was done partially automatically, saving is now more strictly defined by:
- A quick-save: which auto-saves at night. You can access the quick-save of your previous save file at the top of the existing adventures list
- A new save button: save without exiting
- The existing save and quit button
🐄 Cows and Cattle Barn
New Cattle Barn building
- Requires the new bucket to be built
Cows now spawn around the map
You can tame cows by attracting them into cattle barns with food. But be careful, if you let them get too close, they’ll eat it!
After you have tamed cows, you’ll be able to milk and pet them
Food is no longer eaten immediately upon clicking it as it is first equipped into your hand
❤️🩹 Smaller features
Townsfolk UI improvement
Villager accessories and equipment are now shown on villager icons
Each villager icon now further shows:
Your relationship with them
Their mastery
A related improvement is that a villager’s mastery will now be prioritised and show up as the first item in the trading menu
Improved the name background to be a nice banner
Trees regrow
Just like with other vegetation, trees now re-grow every night
Trees specifically will not grow nearby buildings
This ultimately means that buildings of towns is no longer limited and can go on indefinitely!
🐞 Bug fixes & improvements
Significantly improved positioning of villagers for construction contributions
Improved look of all hay roofs & fixed tears in previous ones
Improved construction animations
Improved look of other building icons
Improved positioning of items when villagers examine them
Balanced learning
Fixed the workshop’s stack of wood sometimes floating
Fixed tavern construction look and size not matching up with the final building
Fixed some details in the title screen
Fixed some villager animations being slightly off
Fixed being able to place some buildings on top of workshop constructions
Fixed Townsfolk page not refreshing when you first open your book
Fixed villagers examining items at the same time as they are wearing them
Fixed worn accessories being thrown
Fixed some items getting stuck in mid-air when thrown by villagers
Fixed being able to move while eating
Fixed interact button still sometimes interacting with glitched collisions
Fixed being able to craft other normal items in specialised workshops (eg, a flower crown by hammering an anvil)
Fixed villagers being able to use bakeries without peels
Fixed villagers’ appearance not updating after deciding to wear equipment from a quest
Fixed villagers saying rogue exclamation marks aggressively when angry
Fixed villagers wasting a lot of time by not giving up and trying to pursue impossible goals
Hey everyone! Quick Update on progress ! We are targeting another experimental in the next few days to address further some bugs/issues. Our goal is to do 24 hour observation periods daily till we deem Experimental stable so we can merge it into the normal branch by Friday at the latest.
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]
Fixed some missing assets from Sentinel Island
Garrison system revamped to resolve issues relating to Units teleporting to the Carrier and other Faction related oddities
Added buoyancy to some world props on the water
Added a new central Police station to treasure island.
Made adjustments to civilian stronghold walls in grid 7
Fixed several incorrect Pilot/Driver checks
Fixed another issue with checking for pilots, this time an issue on initialization
Guard Tower Atlas - Fixed spawned units failing to garrison
Guard Tower Atlas - Fixed the 'purchase guard' button failing to actually function
Guard Tower Atlas - Guards failing to re-garrison on load fixed
Atlas Guard Tower - now properly blocks camera collision
Added a fix for mouse hovering over a damaged structure failing to display 'building hover effect' and 'building name hovertip'
Fixed Euthanization tent failing to split up units for partial mob garrison
Added a backup check to stop units from 'double-garrisoning' into the same garrison (was happening with Euthanization Tent, will use this to try to track down how that's happening)
Fixed the Euthanization Tent widget not appearing
Euthanization Tent now shows names for individual mob units, and boosts reputation loss for killing them off too based on how many people were murdered
Fixed up Holding Cell to be able to garrison units from mobs
Quick fix so the Guard Tower will create its 'missing occupant' widget after a short delay, when loaded, if it was loaded without any occupant
Added helipad to TI new central police station, slightly updated surrounding area.
Guard Tower Atlas - Praying Animation bug fixed
Fixed Garrisons not 'dumping units' when capacity gets reduced during gameplay (such as when Humvee switches weapons at weapon market)
Fixed Helicopters not being able to degarrison their pilots when landed
Fixed sparrow rappelling issue where ropes would instant deploy after 2 times of rappelling units
Updated LCAC to not skip kinematic updating making it easier to select via box/direct selections
Defined Length+Width addons for LCAC to make it move better with grouped move orders on land
Fixed some C++ boat traces failing to account for other boats
Fixed an issue with group-selected boats failing to figure out how to move onto land
Slight optimization added to C++ boat-landscape traces
Fixed several settings on the LCAC that prevented it from being destroyed
Added 'back button' support to Shops
Resolved an error with Chelsey System reinforcement not functioning due to inverted check
Resolved the Civilian Holding Area widget saying "0/12" if no-units are garrisoned
Fixed a load issue that caused loaded Civilians to not properly be added to civ management/evacuation
Reduced size of navbox for Civilian Holding Area, and made units who are exiting it move 'farther out' (so they're less likely to get 'stuck' on the tent)
Improvements to Leviathan 'restrictor avoidances. Situations where 'safeties burn out' when searching for a place to emerge now have additional logic to reduce or eliminate 'wrong' emergence
Ammo runner resupply amount doubled.
All vehicles gas consumption while moving has been cut in half
Cerberus 105mm set up to use the newer explosive round setup
Added Avenger Turrets to use a construction preview radius
Adjusted vehicle nav to smooth out some vehicular navigation issues at a turning spot in TI G5/6
Fixed the Infected Wall not having collision enabled properly on part of it, causing it to often be 'missed' when targeted
Set up some actor classes to not be damage-able (to save a little processing when grenade overlaps are ran)
Some fixes to evacuating civvies not saving properly
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
So again, it's been a while since I've posted anything directly related to NIRAVASI these past months. Life's been all kinds of busy for me (buying a house, getting married, etc.) and I haven't had as much time to work on the game like I did before. But I'm happy to announce that at long last, I'm finally nearing the stage of releasing Patch 1.1. for NIRAVASI out to the public.
Patch 1.1. is a doozy of an update and includes a whole variety of changes/updates to the game, including a completely revamped Perfection Complex, updates to all the other levels, new songs, and even a brand new ending! Crazy, right? But here's the catch. Patch 1.1. is a BIG update, and may be prone to a lot of bugs. So what better way to test the game than to showcase it to the entire world? (which definitely can't go wrong, am I right?)
Patch 1.1. Livestream
I'll be playtesting Patch 1.1. live on my Twitch.tv account, which you find here on Thursday, March 21 at 6 pm (GMT - UK time). In this livestream, I'll be playing the game from start-to-finish, and attempting to uncover all of the endings of the game. During this time, I'll also be showcasing the new changes in Patch 1.1., as well as some general facts and inspirations behind some of the game's more visually pleasing areas!
When will Patch 1.1. be released?
I've set myself an internal deadline to try and get Patch 1.1. released just before the beginning of April, but I'd like to see how far we get. I've spent a long time working on this beast and I want to make sure it comes out as awesome as possible for everyone here!
If you have any questions, feel free to leave a comment below either on this page, my Steam profile, the discussions page, and even my online handles. Until then, I hope you all have a great one and I'll see you all next Thursday!
That’s right! The long-awaited Battleon Museum is opening up to everyone in this week's historic release of Adventure Quest 3D. Head on over to the Scholar District of Battleon and lend a hand to the chronomancer-turned-curator Danicka Rose by helping her fill out the museum’s displays with creatures big and small that you’ve encountered on your many adventures through Lore.
Danicka Needs Your Help
While Danicka has grand ambitions to fill the museum with anything and everything of notability that Lore has to offer, she currently has… nothing. That’s where you come in! Talk to Danicka in the museum lobby to begin an introduction quest line that will get you started and have you collecting “Moments” which will be required to create your very first display.
What’s a Moment?
You might be asking, “What’s a Moment?” Well, I’m so glad you asked. Moments are a new type of item being added to Adventure Quest 3D this week. They drop off enemies that you’re able to make museum displays of. What’s unique about Moment in comparison to previous item types currently in the game is that Moments are automatically looted and added to the token section of your inventory and don’t take up any bag space. Once you’ve collected enough Moments, don’t forget to head back to the Museum to create a display! (And earn a nice chunk of XP… and maybe a title for completing an exhibit!)
The Museum is intended as our take on a bestiary or monster log and as such will be updated over time to cover monsters across the whole game world. With that in mind, it’s important to state you probably shouldn’t expect to knock this out in a weekend! The museum is meant to be played at your own pace and is more of a complementary layer over existing gameplay.
The Mythical Blue Cloak
Are you in search of a new fashion piece? The pinnacle of your rare item collection? Just want a cool-looking blue cape CLOAK? Well, if that’s the case head on over to Battleon, and standing just outside Yulgar’s Inn you’ll find Clarion Dawnforger, speak to him and craft your very own best-in-slot cosmetic back item today! (At just the low cost of 5 Blue Capes, what a steal!)
Tune in to the Adventure Quest 3D Dev Stream
Ready yourselves, fellow heroes of Lore! For the last few weeks, I’ve been streaming on the Artix Entertainment Twitch Channel. Can you imagine it? Me and my trusty feline sidekicks adventuring and even sometimes questing across the third dimension every weekday at 6 PM EDT. Whether you are a veteran guardian of Lore or a plucky young squire just learning how to whirlwind pull up a seat and join in on the adventure!
The 2024 Dage Collection
Last week we released the 2024 Dage Collection featuring a personal favorite design of mine, the Legion Necromancer. That collection is still available for purchase so if you like Dage’s Legion swing on by to Battleon and talk to the Legion Necromancer to have a look at the collection!
Get Legion Wings for a limited time
The Wings of the Astral Veil are now available for a limited time only. To get these amazing items, you need to purchase any package in the upgrade shop, now with 50% extra Dragon Crystals on select packages. For those that get one of the Guardian upgrade packages, you will also get the Spectral Wings of the Astral Veil, a ghostly variant that is only for Guardians!
Snap Sinister Screenshots
Calling all Undead Legion minions: join us in celebrating Dage the Evil's birthday in our latest Screenshot Contest. Venture into the spookiest realms of Lore, capture the essence of the Dark Lord, and have a chance to win a prize... and maybe a shoutout from Dage himself! The contest ends this Sunday night. Read the full contest details here!
Battle on! Clarion, Yergen, Oishii, Blaze, Broomtool, and the AdventureQuest 3D Team
P.S. HeroMart has a poster of Dage on his Throne available now. Skillfully crafted by Diozz, and ready to dominate your wall >:D