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Letter from the Producer #8 Vehicle AI Progress

What is Cepheus Protocol?


Where other zombie games in the genre have asked "How will you die" (Project Zomboid), Cepheus Protocol dares to ask "How will you survive". Giving you the tools of a recently created new branch called CERC its now your job to tackle how to handle the spreading Pangu Virus. We are dedicated to continuing to work with our community to keep refining Cepheus Protocol till its a true gem.

It should be noted that while we embrace critical feedback it should be given in a manner that is respectful and conductive of actually having a conversation. I.E Don't say X is Bad fix it. Say X is bad because of X,Y,Z . Then we can start to have a meaningful conversation. It should be noted naturally all suggestions cannot be implemented but we will keep them in mind for a possible addition in the future depending on scope budget etc.


Vehicle AI Progress


Development Update from Jun 13, 2024
https://youtu.be/6zz49hElQa8?t=1032

In the past we have gotten feedback about how our vehicles were lackluster or for a better word "Crappy". Last Thursday we transitioned the engine to 5.4.2 to take advantage of the latest Chaos Destruction(Production Ready now) and Chaos Vehicle changes.

Today i will be presenting the progress we've had in the last week R&Ding the new vehicle physics and adjusting as needed. A lot of time went into learning how Chaos vehicles operate and how to write an AI that understands things like steering, throttle and a break to accurately navigate our growingly complex world.

[h2]What is Chaos Vehicles?[/h2]

https://youtu.be/-lkEOEEKYD0?t=63

[h2]What is Chaos Destruction?[/h2]

https://youtu.be/u3ktiewcLpo?t=32

Note: we will not be allowing full destruction but like mentioned in the last update on Youtube partial destruction in the terms of street lights, fences, walls etc. Preplaced assets in the world to make areas like the center park in Treasure Island far more dynamic so vehicles and explosions can affect the world.

[h2]Day 1 of Chaos vehicles: 🫡 [/h2]
https://youtu.be/iAr8f14BjLQ

[h2]Day 2 of Chaos vehicles: 🫡[/h2]
Still very much a work in progress. We are still writing a brand new vehicle AI using Chaos Vehicles from the ground up. Its certainly not plug in play in any capacity. We are effectively starting over from scratch for Vehicles
They still struggle deciding when to turn so we are boasting their turn ratio more when the system detects they need some "arcade" level of control to allow them to make tighter turns.
Arcade level dynamic turning will not be allowed in Operators that are controlling a vehicle directly btw
We hope to wrap up the basics of turning accuracy/general movement with a single unit in the next 24-48 hours(Mondayish)

https://youtu.be/ZNpZcWiNCg8

[h2]Day 3 of Chaos vehicles: 🫡[/h2]
-Improved (though not yet fully fixed) angling 'too far ahead' of next move waypoint
-Turn assist improvements at higher speeds for more reliability
-Improved (though not flawless, sometimes it can bump into things in this move) obstacle avoidance
-Better brake logic

Still needs improved reversal logic, proper handling when starting up a move order in a difficult spot, better 'prediction' of upcoming sharp turns, and more improvements to obstacle avoidance.

https://youtu.be/l0gqf7HD9f8

[h2]Day 4 of Chaos vehicles: 🫡 [/h2]

Predictive braking improved and considerably more functional
Obstacle avoidance improved (though far from perfect)
'Forward adjust' for determining 'face location' reduced to better account for more accurate braking/turning

The improvements here result in cleaner movement, though:
"Braking Speed" is too low. Need to investigate how to dynamically determine what speed would be good for turning (you can see on the long straightaway that we go too slow for awhile)
The more accurate adherence to the 'move waypoints' results in some other issues where obstacle avoidance has to assist
Obstacle avoidance has some shenanigans still, though

Some of the movements are cleaner, resulting in other issues being 'surfaced' that need fixing. Going to be doing more studying to fix this up further, but an example of what's going on:

https://youtu.be/hggSi5WZyEA

[h2]Day 5 of Chaos vehicles: 🫡 [/h2]

Improvements to minimum speed for turning sharp turns and very sharp turns
Improvements to obstacle avoidance to be considerably more reliable while also not fighting existing turn logic

Today had a lot of time spent working on some other resources in prep for making the system more modular and so forth, though still got in some time to improve obstacle avoidance and minimum speed. Results speak for themselves!

https://youtu.be/QlLoQ8b7uYs

[h2]Day 6 of Chaos vehicles: 🫡 [/h2]

-Obstacle avoidance tweaked:
=Tries to better account for direction we need to go, rather than just obstacle relative to front of vehicle
=Slight 'angle adjust' for obstacle detection trace in direction we want to go (instead of purely forward)

Not drastically improved, but better able to handle more obstacles. Far from perfect, but a step in the right direction!

A lot of dev time is still going into some of the 'framework' or R&D rather than the actual behavior, which is why the behaviors don't improving as quickly as in the first three days: we're still working on this, rest assured!

https://youtu.be/6QI7DcCj3MQ

[h2]Day 7 of Chaos vehicles: 🫡 [/h2]

Been awhile since the last visual update, but we have been working on it!
The 'less visible' side of the work has been integrating the AI into Unreal's own pathfinding systems - which comes with benefits such as allowing the vehicle to dynamically re-path for example.

For something more visible: been working on improving obstacle avoidance, and (subject of the GIF here) with Dimitry's help both 'bumps in the road' and incline-handling have been greatly improved!

https://youtu.be/o30E12V81JE
https://youtu.be/mpwK0Er_OYw

[h2]Day 8 of Chaos vehicles: 🫡 [/h2]

Another update! (also timelapse, sorry, file's too big if I don't)
-'Predictive' braking logic: the 'cyan sphere' in the GIF represents about where we'll reach a good 'turning speed' if we start holding down the brakes. You can see that when the sphere reaches a turn, the vehicle starts to slow down to ensure we'll be at a good turning speed when we reach it!
-More obstacle avoidance improvements

Doesn't handle everything perfectly, but is also better equipped to deal with situations where it ends up stuck. Plus (though not in the above GIF) is equipped with some basic 'reverse when stuck' logic, too.

https://youtu.be/W75KPCA_fKI

[h2]Day 9 of Chaos vehicles: 🫡 [/h2]

A non-timelapse one (though had to drop the quality to make it fit)!

-Some basic reverse logic works when starting up move orders, for 3-point-turns and the like
-Obstacle avoidance uses a bit more logic and tracing to try to figure out the best way to turn (instead of just going off of 'which side is the obstacle on')
-Obstacle avoidance 'steering' is reduced at high speeds (to avoid spinning out)
=And obstacle avoidance checks go 'further out' at high speeds
-Some other obstacle avoidance bugs/issues were ironed out, too

https://youtu.be/5p2-W6F1VY0

Conclusion:


This concludes the last week of progress we've had on the vehicle. We will continue to tweak and R&D the vehicles as they stand till they are perfect. As seen in the last video(Day 9) turning needs some adjustment and some corrections are still needed before we scale up the tests with multiple vehicles and start implementing a custom "avoidance" system to stop vehicles of differing move orders from crashing into each other when possible.

The Development update video linked above will have further details. After all of this is implemented we will convert all current vehicles to this system and implement the Abrams, MLRS and Bradley to officially start the CERC/Doctrines card outlined here.

https://cepheusprotocol.notion.site/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08?p=633fd2afddcd45df9fcf351b62e73647&pm=c



Patch - 1.3.2.6.8.16.15.9

Cepheus Protocol Project Update & what's Coming!


https://youtu.be/6zz49hElQa8

[h2]New Global Lighting [/h2]


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)
[expand]
https://steamcommunity.com/games/2116560/announcements/detail/4170971564134282187
https://steamcommunity.com/games/2116560/announcements/detail/4151834437161559310

    TLDR
  • New Smaller (Urban Themed) Evac building that is effectively flares thrown in a circle marking a civie evac point. This smaller evac point will allow you to either go with the large helipad when you have more space/you want the ability it has to repair/rearm/refuel if you cycle its mode when you need those features.
  • Holding Area XL - Houses 250 civies now
  • Holding Area normal - houses 40 civies now
  • Active Intake is increased to 6 from the Civilian Admin Center
  • Zone Card replacement
  • Double Chinook Evac
  • New Class Weapons/Balancing
  • Vehicle Gas Rebalance
  • Unit icons are now shift/ctrl clickable (Added from a community suggestion from a previous community sit-down)
  • New World Lighting System
  • All Spotlight restrictions removed + new 360 CERC light added
  • Performance boasts across the board
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
General Development Updates

[expand]
https://youtu.be/zZA_1INK--I?si=Dx1YWTyRQzPhzgq2
https://youtu.be/dJogCEPsYHU?si=6eJNQoJyj3uQJahl
[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
[/expand]
Ways to Support Development

[expand]
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
[/expand]

Patch - 1.3.2.5.16.2

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)
[expand]
  • 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, etc.) 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, too
  • Implemented some speculative fixes to stop the rare 'power widgets appear even when powered' bug
  • 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' anymore
  • 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 (ex: 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 (from 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' crash
  • 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' Result: 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
[/expand]
General Development Updates

[expand]
https://youtu.be/zZA_1INK--I?si=Dx1YWTyRQzPhzgq2
https://youtu.be/dJogCEPsYHU?si=6eJNQoJyj3uQJahl
[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
[/expand]
Ways to Support Development

[expand]
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
[/expand]

Patch - 1.3.2.5.16.1

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)
[expand]
  • Speculative fix for civvie transfer crash
  • Fix added for grenade throws 'failing' at some angles due to the grenade trace hitting the grenade in the thrower's hand as they aim
  • Started improving 'right click move to attack target' logic to block sending units to attack something they cannot damage, unless you have at least one unit selected who can damage it. Including a text popup if you right click to attack something with a selection of units who cannot damage it
  • Move to right clicked attack target' logic improvements. Formations now will move to the target while being reliant upon at least one of the formation member's ability to damage the target: the move will cancel if that person leaves the formation, dies, or otherwise becomes unable to damage the target (i.e. out of ammo, switched to weapon that cannot damage it, etc.) Additionally, in a situation where not all members can damage the target, the members which cannot damage the target don't get threat boosts towards it
  • Implemented several improvements to certain 'right click attack target' checks to start adding support for vehicles-with-garrisoned-units-that-can-attack (such as the Ajax or Sparrow)
  • Added some basic support so if you have a group of units selected including vehicles and right-click-to-target that the vehicles will actually move to attack the target (though not in formation yet)
  • Some more fixes for 'move to right click target'
  • Improvements to 'formation pathing' towards 'right click attack target', to better handle moving towards structures more accurately
  • Adjusted collision on a type of house used in G4 to be more accurate (to not block some projectiles due to its simple collision being too large)
  • Fixed up some visibility issues on the HUD that blocked parts of the message log. Clicking on notifications to jump to them are much easier now!
  • Improvement added to civilian unit movers to prevent situations where civilian faction units (guards, scavengers, etc.) all 'stack on exact same spot'
  • Fixed 'City Saviors' faction name typo
  • Fixed buildings erroneously getting the
  • wrong* Zone if near a border, which should fix an issue with Civilian Admin Buildings being 'assigned' to the wrong zone
  • Fixed units who just spawned failing to hide their unit icon if HideUI was active at spawn time
  • Implemented a fix for 'selection circles' not correctly responding to HideUI
  • Keyboard rotation no longer resets camera pitch
  • Added game option Camera Follow Clipping Allowed. When true, the camera will be allowed to clip into surfaces if you are following a unit (via keybind INSERT)
  • Speculative fix for crash report from Steam user reported crash. Was crashing when a vehicle was destroyed and units were ungarrsioned(forums)
  • Speculative fix for rain causing bright flashes in some cases.
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
General Development Updates

[expand]
https://youtu.be/7hdBPmUtFb8
https://youtu.be/GV3YOssGEfs
[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
[/expand]
Ways to Support Development

[expand]
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
[/expand]

Patch - 1.3.2.5.15

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)
[expand]
  • Attack Move order logic improved to keep formations and make smarter movements
  • Direct Attack order added that allows unit to move into range of a target you right click + follow said target
  • Additionally, units in formation should run when moving to a right-clicked target if they are far away. If already in range everyone will just shoot and not attempt to form up unless a move order is required
  • Units no longer manage attack move 'individually' if part of a grouped move command: instead, the Formation Move Handler will do it. On being given an attack move, the Formation Move Handler will let units (who are already in combat) not worry about moving yet, but those who have started moving will try to stay in formation even upon seeing an enemy, only stopping once every member of the team has started fighting
  • Implemented some fixes to stop some situations where units would 'move too far towards your attack move target' even when enemies are in the way
  • Fixes added for various garrisoned poses
  • Made some adjustments to the North Treasure Island Carrier docking area,
  • Attack Move: slight 'stuttering' when issuing order while at least one member is already in combat should now be gone
  • Grenade traces now have a proper radius, preventing them from potentially hitting something thin (like a streetlight)
  • Fixed the 'formation' getting too far ahead should anyone in the formation enter combat
  • Fixed some units moving in formation potentially entering 'alone attack move' instead of relying on their formation to handle that logic
  • Fixed SRP construction obeying a turned off 'landscaping' mode, resulting you not being able to build at some SOCS if you've turned off landscaping mode for construction (which may be confusing if you didn't keep track of that)
  • Implemented some speculative fixes for 'moving to attack right click target' 'failing' for targeting structures: may not work in every scenario, but it works much better than the previous version did for attacking pods
  • Fixed a loading issue that could cause infected pods to override their health with a really small value
  • Removed the old Evacuation Shutdown logic, due to evacuated infected units being dumped onto Carrier deck (with ability to attack the mast) now. This should resolve some people getting 'evacuation shutdown' issues with being unable to set helipads to Evacuate mode
  • Units will now switch back to their primary weapon when reloaded and down to their secondary weapon
  • Fixed situations where units would have a reload time of 1 second no matter the weapon
  • Fixed an 'overlapping reload' issue where animation+timer for reload could 'double-reload', which was especially noticeable on the Engineer's SMAW
  • Set up speculative fixes for reported crash from here https://steamcommunity.com/app/979640/discussions/1/4032473436325246013/
  • -Set up the ability to shut down Dynamic Civilian Factions from spawning, in Custom Game Settings
  • Set up the Carrier to properly supply ammo
  • Fixed up the Selective Call-Ins button using the wrong image when not open
  • -Fix for Operator 'mouse showing' breaking if you hide then show UI while in Operator mode
  • Fixed the Missile Turret wrongly using the MG Turret's weapon type
  • Fixed up snappoints for wall corners being a bit unreliable
  • Fixed up gates not blocking construction (though open gates still allow you to 'build through' them)
  • Armed units sprint - Fixed
  • Tilt added to in combat strafing.
  • Fix to Heavy Vehicle damage resist type (Cerberus, etc.) having 85% resist to heavy melee (making them almost immune to juggernauts)
  • Fixed up issue with Rubble'd walls not properly updating navigation
  • Added speculative safety for Chelsey to try to make sure she is invulnerable if she loaded from a game while in death regen state
  • Fixed broken Angel island dock navigation.
  • Fixed Ravens failing to deal damage
  • Implemented a small fix to make civilians using evac to not use RVO if they fire off one stuck check to improve evacuations.
  • Adjusted landscaping size for walls+non-walls in the Sandbagbuilder so that 'floating crates' shouldn't occur when setting down buildings around TIG4
  • Adjustments to UI to prevent 'clicking on' something behind the widget when closing it
  • Recruitment menu's remember last options now
  • Clearing tool improved to better account for higher vertical objects
  • Added some improved collision updating for the rubble mode/landscape-able mode for walls. Used the above to make sure that civilian gates that are 'rubble-ified' can still be cleared by the landscaping tool
  • Fixed up 'ammoless weapons' (Scanner, Bunker Buster, etc.) displaying 'low/no ammo warnings' on the Unit Group UI
  • Additionally, fixed up the Weapon UI in the Recruit Popup and Weapon Market to no longer show a damage graph for 'non combat' weapons, via new bNonCombatWeapon setting in Weapon.h
  • Fixed units sometimes spawning without their secondary weapon if you customize their initial loadout via the Recruit popup (won't fix units who already spawned without secondary weapon, though)
  • Fixed not being able to swap back and forth between a non-combat weapon and a combat weapon (i.e. Scientist w/ Scanner+Pistol couldn't swap back to Scanner if you switched to the pistol)
  • Added some 'non-combat weapon auto swapping' logic: If a unit has a non-combat weapon equipped (such as a scientist with an Infection Scanner), they'll automatically swap weapons to their secondary weapon upon entering combat, then swap back upon exiting combat (if not reloading). This gets overridden if you manually swap weapons, however!
  • Added a small delay between helicopter spawns if you purchase multiple helicopters at the same time (in order to fix a 'helicopter flying too high' issue when ordering a bunch of helicopters at once)
  • Improved some AI related to 'move to right clicked attack target' to fix some flaws (mimicking some fixes Attack Move already had, primarily!)
  • Fixed an issue in Vehicle AI which'd stop them from chasing their right-click attack target once they've entered combat
  • Improvements to vehicle AI for 'move to attack target' logic, to smooth it out further
  • Set up some buttons (such as weapon selection in the recruit popup) to activate 'on release' instead of 'on mouse down', to prevent 'clicking through' them onto stuff in the world
  • Added speculative fix to try to stop evac helicopters from getting 'stuck' on the Carrier's mast
  • Updated Main menu graphics
Please note the following going forward (Restart your game/steam to get the update if needed
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General Development Updates

[expand]
https://youtu.be/7hdBPmUtFb8
https://youtu.be/GV3YOssGEfs
[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
[/expand]
Ways to Support Development

[expand]
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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