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.
- Bus Evacuations (Cross zone evacuations are coming next week)
- Having the ability to choose between Manual intake(old system), Busses only & full exodus (Busses & Manual intake, coming next week)
- Increasing Holding Bay size to 100 (Pending a mesh redesign we just started the visual redesign today)
- Increasing Cages to a 5x5 design like a prison block 10 Civilians (Coming next week)
- 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
Details
https://youtu.be/zZA_1INK--I?si=Dx1YWTyRQzPhzgq2https://youtu.be/dJogCEPsYHU?si=6eJNQoJyj3uQJahl
Letter from the Producer
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190New 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 schedulehttps://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Ways to Support Development
Details
Everything goes towards expanding the team and building a better game!Consider Supporting us on Patreon
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