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Update notes via Steam Community

Civilian Evacuation QOL changes


A couple of weeks ago i sat in a room with fans of the game on discord and hashed out what issues they feel the game still has in terms of a lackluster evacuation system. This week we made efforts to improve evacuations by adding the following/setting the foundation up.

  1. Bus Evacuations (Cross zone evacuations are coming next week)
  2. Having the ability to choose between Manual intake(old system), Busses only & full exodus (Busses & Manual intake, coming next week)
  3. Increasing Holding Bay size to 100 (Pending a mesh redesign we just started the visual redesign today)
  4. Increasing Cages to a 5x5 design like a prison block 10 Civilians (Coming next week)
  5. Dozens of general Bug fixes to Evacuations


Once we finish up this list we will bug fix a bit more and then officially transition to the new Vehicle driving AI.

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

Patch Notes

(Click Show details for a full breakdown of the changes)
Details
  • Fixed further issues of Civilians moonwalking when doing evacs)
  • Administration Structure now has a buildable Evacuation Garage (Placeholder). This structure will allow you to build automated busses that will go out and ferry civilians to the Garage for processing.
  • Fixed a nav setting in the Project Settings that was causing some larger vehicles to erroneously consider themselves to be XL (like LCAC) instead of just Vehicle nav-agents. Was making vehicles overcomplicate their move orders
  • Fixed pause screen breaking when manually invoked via UI
  • Fixed some devname issues with several buildings causing evac issues
  • Set up some 'Different Parking Spots' for Civilian Intake Buses when interacting with their Garage
  • Fixed up some Civvie Intake Truck 'stalling' a bit near evac buildings when said buildings are dumping out their last civvies
  • Fixed a Civilian Evac bus bug that would send busses to empty homes
  • 3 Busses allowed per active evacuation zone
  • Added a 'Return to Base Widget' for the Civilian Intake Bus. Shows the bus's current task, number of seats (and how many are filled), and a button for forcing Return to Base if they're not already doing that
  • Busses if they have no Garage, they'll park next to the Admin Center and stop doing things.If a Garage is built while there are idle Buses in Zone, they'll assign themselves to it (and you won't get your free first bus)
    [* Busses can be destroyed and rebuilt at the Garage
  • Added Evac Bus shop Icon.
  • Added Class Icon to LCAC shop icon.
  • Fixed Civilian Admin building rendering with incorrect LOD in some cases.

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

General Development Updates

Detailshttps://youtu.be/zZA_1INK--I?si=Dx1YWTyRQzPhzgq2
https://youtu.be/dJogCEPsYHU?si=6eJNQoJyj3uQJahl

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

DetailsEverything 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

First 40 Minutes of Cepheus Protocol Anthology Season 1

https://www.youtube.com/watch?v=6eWbDibGMrU
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