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4월 Cepheus 프로토콜 업데이트 패치 노트 18, 2024

에 게시됨 05/09/2024 에 의해 패치봇 코멘트 없음 ~에 4월 Cepheus 프로토콜 업데이트 패치 노트 18, 2024
  • 제목: 세페우스 프로토콜
  • 출시일:
  • 개발자:
  • 발행자:
세페우스 프로토콜에 대한 정보는 아직 불완전합니다.. 이것을 사용하여 게임의 세부 정보를 입력할 수 있도록 도와주세요. 문의 양식.

✅ 소스를 통해 확인됨 Steam 커뮤니티

  • 패치 제목: 반점 – 1.3.2.5.16.2
  • 패치 출시일: 4월 18, 2024

Cepheus 프로토콜의 개발자는 4 월에 게임에 대한 새로운 업데이트를 발표했습니다. 18, 2024. 이 새로운 업데이트에서 확인하거나 변경해야 할 새로운 사항은 다음과 같습니다.. 이 정보는 Steam의 공식 발표에서 직접 선별되었습니다. 

If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.

패치 노트

(Click Show details for a full breakdown of the changes)

  • Set up several mouse widgets to properly respond to HideUI. Set up HideUI and toggling-to-Operator to cancel out any lazes (ammo call in, engineer, 등.) or builders too
  • Updated Atlas to also be recruitable from the Motor Pool. And updated its hovertip to reflect that it now has a Guard Tower configuration, ~도
  • Implemented some speculative fixes to stop the rare ‘power widgets appear even when powered’ 벌레
  • Fixed some World Buildings that had duplicate devnames (errors like this mess with civilian counts when loading saves).Also boosted the strength of the warning that you get if you save while there are duplicate World Building devnames, so they will be harder to miss
  • Fixed Chelsey System ‘GetPlayerZonesForAssault’ erroneously not returning any Score values, which broke Assault orders for Civilian factions in some cases
  • Added a check to remove some avoidance logic for civilians who are moving to Evac Choppers, to try to relax some civilian traffic jams
  • Fix added for the target zone in ‘evac to other zone’ logic sometimes getting ‘reset’ on load
  • Small cleanup to the Game Over widget
  • Engine updated to 5.3.2
  • Updated the Game Options category to lock out the Sliders from running ValueChanged if Initialized is false (5.3 change caused the ValueChanged to fire off as soon as they initialize, even before the widget as a whole is ready, so new check was needed for 5.3 so settings don’t get reset upon opening this category)
  • Fixed the SecondaryScreenPercentage setting in the Advanced Options (previously wasn’t working)
  • Fixed the custom game settings display erroneously displaying a custom Leviathan Start Day as one more than it is
  • Fixed up the Leviathan Incubation Rate to be called ‘Leviathan Incubation Time’ in UI, to be more clear to users
  • Adjusted the Alcatraz dock to try to reduce clipping issues.Also adjusted Carrier docking rotation speed to be faster when aligned with the docking spline (not perfect but seems to function)
  • Some fixes to camera ‘inside of something’ check firing off incorrectly (this seems to have been the primary cause of quick ‘camera blips’ occurring when zoomed out a decent amount)
  • Improvements to Helicopter loading to prevent them from ‘breaking away’ from a Carrier they’ve landed on, when loading a game
  • Speculative fix for this crash https://discord.com/channels/469412014427602944/1227531523604090974/1227531523604090974
  • Removed C++ offsets for spawning DNA meshes, so DNA won’t ‘float slightly off the ground’ 더 이상
  • Improved DNA spawn trace logic to reduce cases of ‘DNA floating high in the air’
  • Fixed multi-gate upgrade (from selecting multiple walls) not functioning
  • Weapon rebalance, fixed improper range and damage fall offs for 80% of infantry weapons need to test the others more. but this is a more reasonable change. snipers will feel more useful for long range
  • Updated some mortar rotation target logic to account for attach parent rotation, if the mortar has an attach parent (전- : Cerberus Mortar). This fixes Cerberus Mortar barrels seemingly ‘facing the wrong way’
  • Improved some focus logic to skip setting of focus actor if it’s the same as the current for the requested priority, or setting the focal point if it’s within .5uu of the current focal point for the requested priority (should save performance)
  • Fixed single-unit non-run move orders causing a ‘temporary run state’, which also caused them to stop shooting for a second if they were in combat!
  • Fixed Scientists not having radial vision
  • Used the updated WeaponSightRange to allow Scientists to see at least 6000uu even when equipped with the Flamethrower (which doesn’t have that range)
  • Updated Flamethrower to have 1800uu range (instead of the miserable 800uu it had)
  • -Fixed up some Fire Damage logic to be more reliable
  • Lowered Flamethrower damage (now that it’s reliable, it’s very powerful)
  • Also lowered fire effectiveness against regular characterss
  • Boosted ‘max fire stacks’ on structures to 20 (~에서 5). This also means that infected pods can show their full burning effect now
  • Updated the LCAC’s description to not say that it transports vehicles (since that functionality isn’t done yet)
  • Improved LCAC ‘make it onto land’ logic to smooth out the transition somewhat and reduce ‘failure states’
  • LHA6 ‘rear door’ open/close logic.
  • LHA6 Visual improvements, to show up to two of the garrisoned LCACs inside the LHA6, instead of hiding them
  • Speculative crashfix for civilian gate getting landscaped as soon as it gets marked as landscapable due to civilian base main building destruction
  • Non-hostile civilians no longer block construction
  • Speculative fix for helicopters ‘rotating oddly’ when told to land on certain things
  • More speculative fixes for helicopter ‘dump garrison’ 충돌
  • Fixed an error in Chelsey’s stuckwarp logic that would cause her to always return to her spawn pos instead of the nearest stuckpoint, if any stuckpoints exist
  • LCAC amphibious movement improved: should be less likely to just ‘stop’ on shore instead of properly continuing to their land move target, after landing
  • Added Build menu icon for Winters.
  • Fixed m110 fire animation
  • Spine thrower defensive structure fire rate lowered
  • Fixed a police station in TI G7 (Blue Crest Estates) not properly being tied into the civilian pop
  • Added some improved number-checking for number of civvies to send to evac chopper
  • Added an additional set of checks for civvies in a holding area that need to ‘transit’ over to Evac mode, to prevent potential ‘holding area hogging’ 결과: Numerous ‘traffic’ issues with evacuation have been resolved!
  • Some speculative fixes to make the Mesh/Move tickrate updating be a bit more accurate based on LOD so animations should look a lot more appealing overall
  • Fixed an issue with evacuating/managed civilians sometimes loading into a zone without properly registering with the civilian admin
  • Fixed nav size for Avenger Turret so units are much less likely to get caught on it
  • Added some fixes for civilian ‘transfer between zones’ to prevent civvies getting stuck in an ‘evac limbo’ and refusing to do anything
  • Presidio Grid 4 landscape and road clean-up + Asset Z axis readjustment
  • Updated the ‘Building was destroyed’ notification to also include the name of the zone it belonged to
  • Fixed the ‘evac icon’ remaining over a building if you shut down Civvie Intake in a zone (or the Admin building gets destroyed in said zone)
  • Updated the LHA6 to have an ‘overhead icon’ like regular units
  • Fixed an attachment issue with the ‘mast’ building for the Carrier
  • Updated interaction widget to support ‘longer distance mode distance’ for the Carrier’s sake (so that the widget won’t be constantly showing when you’re relatively close to it and don’t have it selected)
  • Updated interaction widget to support a ‘simple mode’ for the Carrier’s sake
  • Updated interaction widget to have a ‘height offset’ for the Carrier’s sake (so the widget doesn’t appear ‘in the water’ but near the top of the mast)
  • Infected Walls now give no money on kill. They now only give doc exp.
  • Fixed an error from the LHA6 interaction widget improvements that broke Garrison widgets for other actors
  • Fixes for civvies sometimes ‘moving between multiple helicopters indecisively’ when evacuating
  • Fixed a major math error with a for loop in ‘distance calculations’ for multi-evac pad setups (likely cause of a hitch or two)
  • Removed some extraneous crowd following adjustment when degarrisoning units from holding areas for evac
  • Updated civvies to prefer closest helipad w/ helicopter when exiting a holding area to evacuate
  • Updated ‘helicopter selection’ for civilians to better account for ‘already taken seats’ (using some of the newer Garrison tech), so civilians will start to spread out to other evac helicopters more quickly and efficiently as the number of seats on landed helicopters get ‘claimed’ (even if not sat in yet)
  • Fixed a building in TIG8 (Point Hill) that could release civilians into a completely fenced-in area
  • HideUI support for construction holograms
  • Some fixes for LCAC ‘moving from land onto water’ to properly get the boat spline when exiting land
  • Renamed the ‘Civilian Evac Income’ custom difficulty setting to better indicate to the player what it means and does (it’s the monetary reward value for every evacuated uninfected civilian!)
  • Landscape cleanup and asset readjustment for Presidio Grid 6

Please note the following going forward (Restart your game/steam to get the update if needed

General Development Updates


Letter from the Producer

https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190

New Roadmap system

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

Ways to Support Development

Everything goes towards expanding the team and building a better game!

Consider Supporting us on Patreon
Merch Store

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
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/

첫 번째 40 Minutes of Cepheus Protocol Anthology Season 1

이 새로운 업데이트에 대해 자세히 알아보려면, 위에 언급된 공식 소스를 확인하세요..

패치 노트 태그:세페우스 프로토콜

탐색 후

이전 게시물: Shikhondo: Youkai Rampage Update Patch Notes on April 18, 2024
다음 게시물: Picnic Peril Update Patch Notes on April 18, 2024

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