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  3. Patch - 1.2.7.1 Dynamic Civilian Groups (Experimental Only)

Patch - 1.2.7.1 Dynamic Civilian Groups (Experimental Only)

[h3]Cepheus Protocol Dev Update 15[/h3]
https://youtu.be/GV3YOssGEfs

[h3]Cepheus Protocol Dev Update 14[/h3]
https://youtu.be/LOdVk1yiuak

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.


As we work to wrap up 1.2 in the coming weeks our goals will be working out bug and balance issues introduced with this patch. The next goal for 1.2 will be to add more "Ambient" civilians in the form of cars/people that litter/populate the cities regardless of their faction and then we will conclude with modernizing the "look" of the ROE tab. Then its the Police Faction and Anarchist time in 1.3 We we will spend 1-2 months (developing 1.3 on experimental) on completely redoing the Factions and deprecating the "Zone" capture circles they use in the experimental "Factions" opt in. The current capture truck method wil be standardized and their AI will know how to properly interact and seek them out

Patch Notes
(Click Show details for a full breakdown of the changes)
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  • Enabled FOW-hiding for civilian faction main tents
  • Adjusted civilian faction main tents to spawn 2uu higher than normal to make it easier for perception components to see them
  • Updated logic to not penalize the player's bank account if the player kills civilians that are members of an evil civilian faction (cannibals, etc.)
  • Additionally, no rep loss will occur if killing evil civilians
  • Boosted squad size for civvies to 10 (from 8)
  • Civilians will erect their compound walls quicker
  • Fixed a loading issue with walls to resolve civvie gates 'breaking' and not letting civvies through (may not fix saves from previous patch)
  • Fixed some registration issues with Civilian gates to prevent targeting issues when loading saves (may not fix saves from previous patch)
  • -Fixed a few other issues with Civilian gates not being considerd 'powered,' causing them to break navigation when loaded
  • Fixed some targeting issues that allowed player units who cannot damage Civilian gates from being able to target said gates
  • Fixed a landscaping issue with civilian walls - landscaping box wasn't being 'saved' if it was pertinent, now it does get saved. This may not fix old saves
  • Fixed some issues with 'repair previews' not appearing correctly for player walls and civilian gates
  • Updated Civilian squad size to max out at 8 on Day 1, up to 16 at Day 3
  • Added 'MoveAwayFromTargetBehaviorChance' and 'MoveTowardsUnseenTargetInCombatBehaviorChance' to AIController_Civilian for adjusting how likely civvies are to advance (when they can no longer see their target) or retreat (when they can), checked roughly every 1.5 seconds. These values were previously hardcoded.
  • Adjusted the 'MoveAwayTargetBehaviorChance' to be 5% (from 60%) so civilian gunners don't fidget around quite as much in combat
  • Set up logic to make sure Camp Walls for civvie camps aren't targetable by the player (which caused a weird 'This unit belongs to Environment' popup if right-clicked)
  • Fixed an issue with civvie gates sometimes not opening for their own civvies
  • Quick fix to disable 'no rep loss for killing ASSAULT order civvies regardless of faction', so you will still lose rep if killing regular civvies who have banded against you
  • Crash fixes for https://discord.com/channels/469412014427602944/1092175849664544808/1092178481422553108
  • Crash fixes for https://discord.com/channels/469412014427602944/1091976144355606530/1091976144355606530
  • Crash fixes for https://discord.com/channels/469412014427602944/1091838194879844452/1091838194879844452
  • Crash fixes for https://discord.com/channels/469412014427602944/1091621463913680978/1091621463913680978
  • Crash fixes for https://discord.com/channels/469412014427602944/1091555545296679033/1091555545296679033
  • Crash fixes for https://discord.com/channels/469412014427602944/1091390481117749348/1091390481117749348
  • increased chances of civilian factions coming out sooner
Please note the following going forward (Restart your game/steam to get the update if needed
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Known Bugs
(Click Show details for a full breakdown of the changes)
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[h3]New Versioning Number system[/h3]
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We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
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[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[h3]New Roadmap system [/h3]
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
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

[h3]Cepheus Protocol Anthology[/h3]
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
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https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
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[h3]Merch Store [/h3]
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here
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