Patch - 1.2.7.8 Dynamic Civilian Groups (Experimental Only)
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]
- Effectively, the amount of faction units you can see at one time has increased greatly, and no longer gets 'muscled out' by regular civvies)
- Added logic to make Faction units be able to 'spawn to virtual' directly, so units purchased by a Faction don't cause nearly as much a performance hitch, and instead just devirtualize when needed
- Added a few more name variants to some Civvie faction archetypes (to reduce 'duplicate' name situations)
- Quick change for non-riot behavior to not go to DEFEND (since defense squads are around), but IDLE
- Adjusted build areas so players can build in more zones in Western Treasure Island
- Lowered cost to of Civvie expansion: 20 for a new base (from 100) and 125 for stronghold (from 350), so they will build more stuff more quickly
- Fixed a save/load issue with civilian's 'captured bases', causing warfare and the like to start breaking if civvies captured a base from another civvie faction in a different zone
- Started adding 'civvie faction tracking' in a zone, for use to display which civvie factions are present, in the InfectionZone widget
- Updated the InfectionZoneWidget to display civilian faction 'prefixes' (just first letter of both words, for now, of their faction's display name) of each Civilian Faction that has a base in the currently-displayed zone
- Fixed an issue with civilian units not removing themselves from the default 'civilian faction' sometimes, causing the player to be unable to hit them with guns even if that civilian faction is hostile to the player
- Added another safety to Leviathan tunnel spawning to not spawn them 200z or higher above of build location meshes: ideally, this means they no longer can spawn tunnel entrances on top of buildings
- Fixed a mesh issue with the Leviathan Tunnel entrances (which was causing the weird black splotches)
- Updated hlods/ build data
- Damage resistance increased from small arms fire against low cal, medium, heavy & ap
tier weapons added to civs - Added a world valid check to resolve a crash speculative https://discord.com/channels/469412014427602944/1101073558689562636/1101073558689562636
- AP Rounds added as an upgrade for Civilian groups so they can better fight Juggernauts/Levi's in mid-late game
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Known Bugs
(Click Show details for a full breakdown of the changes)[expand]
- Nothing yet
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General Development Updates
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https://youtu.be/GV3YOssGEfs
https://youtu.be/LOdVk1yiuak
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190
[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
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
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Ways to Support Development
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Everything goes towards expanding the team and building a better game!
[h3]Consider Supporting us on Patreon[/h3]
[h3] Merch Store [/h3]

[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
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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