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Cepheus Protocol News

Patch - 1.2.7.11 Dynamic Civilian Groups (Experimental Only)

We are currently 24-48 hours away from merging experimental into the public normal game. We are still conducting various bug hunts and making slight adjustments for QOL.


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]
  • Set up a 'Squad Objective' widget for civilian squads. Shows you what they're currently doing, and which faction they belong to
  • Fixed a potential crash with 'moving components around via rename' with a cleaner 'clear name, then set null name so engine decides on non-crash name' setup
  • Set up the ability to toggle the visuals for Civilian Squad Status widgets, in the Visual Toggles dropdown
  • Fixed the Visual Toggles dropdown not having a hovertip
  • Added 'RIOT' as a type of string read by the Civilian Squad Status widget to be translated to 'Rioting'
  • Fixed several civvie classes that had the C++ version of the VictorAK equipped (replaced w/ BP version)
  • Updated civilian squads to have a 'relaxed mode'
  • When gathering supplies or defending a base, if not in combat, they'll use Walk instead of Run, and sometimes just idle around
  • Civ animation updates. new parachute animation
  • M4 changes in scale and size
  • Civilian wallbuilder fixes
  • Unit Mover devirtualization updated to 'rewind' movers via warp instead of fastforward backwards, and to better 'force' units to not devirtualize at wrong times (for units 'popping out of nowhere')
  • Improved faction construction queries to better avoid deep water
  • Updated TUGS to not ping units that are already visible (saves a bit of processing)
  • Rioting animations added
  • Radio op mesh added
  • Experimental UnitMover optimization (seems to be very beneficial and few-to-no downsides so far): doesn't repeat move order, and lowers move component tickrate, if near target when reissuing a move order
  • Unit Movers (particularly defense squads for civvie camps) should be more performant
  • Assault female optimized
  • Crashfix added for virtual combat
  • Add a limit to how many evacuating civilian groups can be spawned at any given time. Has 'backwards save compatibility' to make units over double the evac limit get 'booted back' to a nearby world building, for population's sake
  • Limited the amount of Dynamic Civilian groups that can spawn into the world to 13 for performance reasons.
  • Added Militant civilian archetype. With its own Elite unit and Recruitable unit (just duplicates of Regular civilian classes for now)
  • Fixed up Evacuation civvie 'limits' to not respect civvies who are garrisoned, so civvies who enter an evac chopper no longer 'block' other civvies from spawning
  • Added some backup logic so civvies who are waiting on a chopper can move to a different one in the same zone, if one is available and the one they were waiting on is not on the helipad
  • Fixed up some related logic to make civvies less likely to 'stop moving towards evac pads' when helicopters aren't directly on the pad
  • Updated civvies who are evacuating to a helipad to have a faster move tickrate when hidden in FOW, to make them less likely to get 'stuck' on geometry (and thus taking up evac slots)
  • Updated some building 'civvie spawn lerps' (door entrances/exits) on specific building instances in Angel Island G1 and G3. Fixes civies getting stuck when exiting a building
  • M4 clip size changed back to 30rnds
  • Updated the 'highlighted evac building' for evac helipads to re-update for UI's sake, even when we have to wait for more civvie slots (so that the 'evac building icon' won't be over an empty building before the next update loop). This doesn't really affect functionality all that much, but it does make UI make more sense
  • Added the faction emblems for each faction archetype, and set up displays for them in the Diplomacy tab and Squad Status widget
  • Applied fire damage crash fix for characters
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
General Development Updates

[expand]
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
[/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 - 1.2.7.10 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]
  • Status box text added for Civilian group squads (Attacking, Defending, scavenging & Resupplying)
  • Lowered hovertip text for reputation cost when moving civilian bases
  • Loosened the Civilian moving camp logic for corner assets
  • Fixed a major issue w/ height adjustment not working in some cases
  • Updated civvie base movement to 'ignore' allied units as obstacles when adjusting base position
  • Updated the civvie base mover to use 'individual' traces for each piece of the base instead of a full box trace, so smaller obstacles (like trash cans, street lights, etc.) can be 'built around'
  • Tracked down a civvie base issue that was allowing their construction or movement 'too close' to other civvie bases (bounds check was 'inverted', which FBox intersection checks didn't like)
  • Tracked down another civvie base issue which was causing them to always (or almost always?) spawn with zero rotation
  • Hooked up the civilian base mover to respect HideUI
  • Hooked up the civilian base mover to have the areas claimed by other civvie bases (in the same infection zone) be colored-in with red
  • M16 model improvements
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
General Development Updates

[expand]
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
[/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 - 1.2.7.9 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]
  • Several fixes to Civilian UnitMover (and actual) spawning to make them come from their own buildings (instead of appearing at the infection zone's old capture point)
  • Added a 'distance check' to Civilian dynamic base construction to prevent them from building too close to the player: they must now build 4000uu away from any player structure (if neutral/allied), or 8000uu away (if antsy or aggressive)
  • Updated dynamic prefab construction to properly do a 'Other Faction Structures Inside Radius' check, so they shouldn't build their bases on top of the player
  • boosted the 'range from other prefabs' check by another 3000, to an arbitrary 8000uu distance between prefabs
  • Updated the 'trade' button on the Diplomacy widgets to disappear if the faction in question is Destroyed
  • Turned off some debug spheres to reduce lag in-engine when civvies spawn
  • Improved 'height check' for preventing civilian bases from spawning inside of civilian Stronghold build locations
  • Fixed some logical flaws in the 'PrefabLocationValid' check in InfectionZone that ran 'continue' instead of 'return false', resulting in functioning checks not properly rejecting the call
  • Civvies should now be able to build a stronghold in a zone, as long as they have another base in that zone and the funds - they no longer need all the bases in the zone to do this, nor should the action fail potentially due to checking the wrong prefab
  • Fixed some issues with civilian factions not properly displaying in the InfectionZoneWidget
  • Fixed (I think) civilian factions using the incorrect InfectionZone when querying to build a new base (if they've conquered territory)
  • Fixed some serious issues with Defense Squads for civilian groups going to the wrong location and potentially spawning beyond the limits
  • A dozen new camp Variations added
  • Fixed a weird include issue with InfectionZone.cpp
  • Started on 'MovePrefab' logic for allowing players to 'scoot' civilian bases around
  • Improvements to the 'MovePrefab' logic (and related) to better support wall/gate landscaping and reduce chances of them 'moving up' erroneously due to traces hitting parts of their own walls
  • Fixed bad Nav in presidio North.
  • Slightly improved Nav in some areas.
  • Re-optimized new civ and cerc meshes
  • Shop logic added to the Main Building for civvie bases to allow for calling up the Base Mover by selecting the main building of one of their bases. Not usable if civvies too agitated
  • Shows reputation cost (and 'floors' at the Agitated state, so you can't send them directly into hostility)
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
Known Bugs
(Click Show details for a full breakdown of the changes)
[expand]
  • Nothing yet

[/expand]
General Development Updates

[expand]
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
[/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 - 1.2.7.8 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

Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
Known Bugs
(Click Show details for a full breakdown of the changes)
[expand]
  • Nothing yet

[/expand]
General Development Updates

[expand]
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
[/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 - 1.2.7.7 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]
  • Added an L-shaped prefab to the list of dynamic prefabs for civvies to use
  • Fixed civilian walls not running some BeginPlay logic they needed
  • Civvie walls now properly landscape-away trees/etc. when their base spawns
  • Added basic nav check, other structure check, and 'corner traces' to civ prefab placement to improve placement
  • And added a 'Tiny' prefab, so some zones that other prefabs won't fit in can still hopefully get them, but didn't hook it in (seemed too comical for the time being)
  • Lowered devirtualization range by 2000uu (from 20K to 18K). Not seeing many folks complain about units 'popping out of nowhere', so wanted to drop the range a bit to boost performance
  • increased the rate of 'distance checks' that the UnitMovers do to determine if they should virtualize or devirtualize (since this check seems very cheap). Performance tweaks
  • Added an early 'bounding box' check when spawning civvie prefabs, to reduce the number of situations where a civvie camp spawns too close to another
  • Implemented logic so civvies will use their resources (currently, 350 supplies) to purchase a stronghold position in their zone, if there is one and if they already have three regular bases claimed
  • Civilian groups will now roll aggression at their creation and have wars/infighting across groups. Some groups will naturally be more aggressive now
  • Civilian groups can assimilate other groups into theirs and expand their influence across zones
  • Adjusted Civvies to utilize their Aggression stat (range 0.0-1.0) when calculating whether or not they should fight the player (when rep's low, it acts as a 'multiplier' to the 'attack player' roll: i.e. (1.0 + Aggression)
  • Roll == ModifiedRoll)
  • resolved a save/load issue so that, when a dynamic civvie faction loads warfare against another dynamic civvie faction, if the other faction doesn't have their central spawner loaded yet, it can hook into a delegate for when that CentralSpawner gets set
  • Quick update to some of the prefabs in Treasure Island to resolve some small discrepancies with the pre-calculated bounding boxes (likely wasn't needed, difference was past the decimal)
  • Quick bounds fixes to the Presidio strongholds 5-8 in line with the new things I added from my previous commit (Efrain if you see this, don't worry, I added new stuff so I had to re-do the calculations. You're fine. :P )
  • Updated the 'Offset Non-Spline Transforms' functionality for setting up Civilian prefabs to also adjust the actor's world location in the opposite direction, so you don't have to worry about 're-scooting' the actor back into position when setting up pre-placed prefabs (such as strongholds)
  • Added sfx for avenger and hooked it in avenger bp
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
Known Bugs
(Click Show details for a full breakdown of the changes)
[expand]
  • Nothing yet

[/expand]
General Development Updates

[expand]
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
[/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]