1. Cepheus Protocol
  2. News

Cepheus Protocol News

Patch - 1.2.7.17.4

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Friendly fire turned off for Apache
  • Speculative fix for Operator crash
  • Operator got a Camera revamp in prep for 1.3
  • Fixed a texture streaming issue for characters
  • Speculative fix for CrowdManager crashing on the new map on init
  • Fixed floating SOC on init
  • Speculative fix for Operator crash
  • Fixed Presidio canal railing blocking a bridge...


[h2]This patch merges our experimental to normal[/h2]

These patches are bundled in as well. We apologize about the sheer size but steam does have a character limit for news post else we would just combine it all into one thread.

https://steamcommunity.com/games/2116560/announcements/detail/3645149037666720265
https://steamcommunity.com/games/2116560/announcements/detail/3675548970037954594
https://steamcommunity.com/games/2116560/announcements/detail/3675548970040755972

[h3]Operator Camera improvements:[/h3]

A brief video of some of the changes we did over this week to improve the base Camera controls and layout. We will probbaly at this rate have a lot of the Operators controls done before we enter 1.3 officially.

https://youtu.be/mKyfZkEXMjY

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]

AmA / Community Event Tonight

During major events we will be bringing in special guests to discuss their experiences they have had in Cepheus Protocol for future podcasts. If interested contact a Moderator

We will be live on Youtube and in our Discord AmA channel for those wanting to listen in on voice. You can partake in the live AmA either on Discord AmA channel/Youtube Chat.


Youtube Discord

Segment 1: Dev roundtable 15 mins - a discussion between the developers on the current state of the game and current content released

Segment 2: Live QNA 40 mins - opportunity for the community to ask questions directly to the developers

Segment 3: Closing discussion 5mins - discussion between the developers on the upcoming content for

DLC Poll Community Opinion Poll

Community Opinion/Vote


After discussing it with the community in our recent Discord thread they have asked me to create a poll on DLC's and the community's opinion on them.

[h3]Asking for Poll:[/h3]
https://discord.com/channels/469412014427602944/1123331989282492589/1123644996432703628

[h3]Excerpt From the Poll:[/h3]

CP is a live service game we have no plans for a sequel nor do i ever want to make one. The goal is to keep developing and expanding on the core game for the next 3-5 years at least. That mean's monetization has to be a serious thing we look into as we get closer to the end of EA in 2024. So we can fund development for the free and paid content that we have planned during that period of time.

I put some examples of ideas I've been personally wrestling with about implementing in the short term and in the future below and in the poll.

What does the community think? What would they be willing to buy to help support development but also get some cool aspects added to their games?

I value your honesty so please do take the time to address this so i can have all the information i need to make informed decisions!

Pricing Guidelines:
I estimate weapon packs to be around 4.99 at most unless there are a ton included. So say around .99c per new weapon. These prices are estimates and could be lower or higher depending on the amount that goes into each pack.

Vehicle Skins for a pack I.E All Desert Camo/All Black we would not sell individual skins for one off vehicles. Similar to COH 1 you would have an option to set an override skin at the time of recruitment of that unit so you can mix and match 1.99-2.99

Operator Skins would be likely be around 4.99-9.99 depending on complexity

Horde maps would be 9.99 and add 3 maps per collection

Building packs would vary in range from 3.99- 9.99 depending on amount included

Smaller Pandemic Maps would be in a collection and be around 9.99 as well similar to horde maps


[h3]Vote here[/h3]

[h3]Live Poll results[/h3]



Patch - 1.2.7.16

Basic Steam Deck Support is now added
[Playable] Status

We will slowly work to add more support over time to make it fully supported. Stay tuned!


Our old patch is archived on 1.2.7.15.1 for those wishing to continue their old games. Check the beta tab.
Start a new game with this update!

SOC-Test is closed and experimental is closed for the next 1 week while we work to polish this on the public realm. Saves will not carry over so be careful about using old saves!

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Civilian Hold and Command Tent substructures can now be built anywhere in the zone where their 'parent building' is, instead of being restricted to being built within a radius of their 'parent building'.
  • Updated Civilian Group names to final
  • Stripped out female/male swapping code in an effort to streamline development and help us wrap up development for Pandemic mode
  • Assigned landscaping SoundCues to Player SoundClass and lowerd their volume
  • Zone ownership no longer required to build things
  • Civilian holds given a '1-per-zone' limit
  • Capture Trucks removed
  • Added safety to DetermineGib, since it can crash now if there wasn't a value set for the gib type selected
  • Fix for Infected so they can still look for where the player's set up and assault them.
  • Added crash fix for when a sandbag id destroyed sometimes it causes a crash while being built
  • Strategic Operations Center and Strategic Resource Points Added
  • Updated the Population/Garrison tent to be buildable by the engineer
  • Updated loading screen images
  • Dev update #16 added to main menu
  • Removed sector income
  • Total animation Revamp for all units featuring a "Combat" state
  • Radio Operator restored to Barracks
  • Improved construction check for SOCs to ignore certain overlap checks (they'll still be blocked by characters+buildings though!)
  • Updated Landscaping tool to no longer care about zone ownership
  • Updated regular construction to ignore character meshes (due to the 5.2 'kinematic mesh ghost' issue when loading saves)
  • Updated wall construction to do the same
  • Fixed up several save/load issues with building+construction actors not remembering which infection zone they belonged to
  • Fixed up some save/load issues with the Strategic Resource Point/SOC interaction
  • Updated SOCs to have a minimap presence (that updates when they are have a construction point for a SOC, and when they have a completed SOC)
  • Fixes added to keybind widget to always try to filter out gamepad keybinds
  • Quick fix to 'already built in this zone!' warning occurring incorrectly for some construction types
    Fixed incorrect lighting of the Shawnee in dark/shadowed areas.
  • Set up Civilian Hold to be the building required to issue evac/world building orders in a zone
  • Fixes for auto-evac (and some related hovertip text) to support the new Civilian-Hold-reliant setup
  • Radio Truck implementation
  • Implemented Call In radius on it, which is doubled when Radio Truck is deployed. Added as purchaseable to Motorpool
  • Radio Truck XP boost logic added
  • Set up SOC upgrades
  • Income now only is given to the player when the actual drop lands, and it remembers its value from when it started (i.e. if you upgrade or destroy the SOC, you'll still get the money at the value it was when the drop was spawned)
  • SOCs now have a hover-widget detailing time 'till next supply drop
  • Strategic Resource Points now shut off collision when they are occupied by a construction point or a SOC
  • Income tracker (when you highlight your income total at the top right) now will show you the countdown 'till next income drop, if relevant
  • Improved visuals for Strategic Resource Points (w/ circle, better hiding, and better collision management)
  • Fixed a HideUI issue w/ Strategic Resource Points
  • Got rid of explosion effect when SOC Income Drop disappears
  • Optimized Humvee mesh setup.
  • Adding new Parking garage asset.
  • Replaced TI G06 parking garage.
  • Added the p220 to all units,
  • Removed the acr, vector & a-16a4 from the spec ops in an effort to refine the amount of weapons we have to manage and help balancing
  • Removed the xbren from the assault, new starting weapons is the m4.
  • Updated Vehicle UI Icons.
  • Scarh underbarrel removed
  • Shell ejection ports fixed
  • Updated Vehicle Weapon Icons.
  • Updated HEMTT Module Icons.
  • Set up SOCIncome to be 'centralized' to the 'main SOC building': first one you build, or the closest one after that if main's destroyed, etc. It'll be one drop on the main building, rather than one drop occurring at each
  • Minimap updates to represent which spot is main (green for main, blue for other, yellow for under construction, white for unclaimed)
  • Set up 'swap main SOC' option when you select a SOC building that's not the main one
  • Fixed up the SOC lv2 Income Upgrade listing the wrong price (but still charging full if clicked)
  • Stripped out the evacuation controls (evac to zone, and helipad auto evac) from the Infection Zone Widget. Then tied these controls to a new CivilianHoldManagementWidget which pops up when you select a Civilian Hold
  • Fixed crash for nav agent not being valid at time of checks
  • Renamed the CivilianHold building to Civilian Zone Administration
  • Fixed up power components not displaying radius when their building is selected
  • Updated automatic evacuation to occur as long as both an Evac Helipad and a Civilian Zone
  • Administration building are in the zone: no longer requires the player to enable it
  • Updated mouse-over hovertip for SOCs to indicate the current upgrade tier (Level 1, 2, or 3)
  • Fixed up a bug with 'location selection' safeties for spawning pods/towers
  • Fixed up an old logic check for gas tower spawning that was incorrect for modern systems Result: Gas Tower construction can work again
  • Various collision improvements to the core world
  • Fixed crash that could occur rarely with capsule component query when devirtualizing units
  • Shadows fixed for spec ops and heavy
  • Character LOD shadows improved
  • Added a mask that only appears on CERC units dynamically when they enter gas zones
  • Female medic mesh added
  • Fixed missing shirt bug for chelsey
  • Fixed up redirectors and deleted old medic mesh
  • Made the scientist adjustment so they are more resistant towards gas towers
  • Spec Crash fix for
    https://discord.com/channels/469412014427602944/1116908551332446350/1116931601931190324
  • Fixed recruitable civilians, ammo runners, and a lot of CERC units not registering for hearing
  • Fixed several civvies registering for an experimental and incomplete 'performant sight' rather than regular sight
  • implemented a fix that hopefully will resolve infection gas towers not properly removing a civvie faction member from being considered a squad member
  • Updated Med/Ammo tents to no longer be limited to '1-per-zone'
  • Fixed up Gas Mask components being spawned on units who do not have a Gas Mask mesh reference set
  • Fixed up the Gas Mask not appearing if you didn't have the unit selected when they put it on
  • Fixed up the Gas Mask being attached at the capsule component instead of the mesh
  • Fixed up the Gas Mask not being attached to the Gas Mask bone
  • Fixed up units who did not have 'bUseFilterLevel' active still utilizing the Filter Level logic (caused civilians to 'resist' gas effects way more than they should)
  • Removed the Gas Mask mesh ref from the Scientist, since they do not need an additional gas mask
  • Fix for the 'overhead widget' for squads will properly move/disappear when a unit is converted to infected
  • HLOD Visuals improved
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 - 1.2.7.15.1

Basic Steam Deck Support is now added
[Playable] Status

We will slowly work to add more support over time to make it fully supported. Stay tuned!


Our old patch is archived on 1.2.5.1 for those wishing to continue their old games. Check the beta tab.
Start a new game with this update!

Experimental is closed for the next 2 weeks while we work to polish this on the public realm. Saves will carry over but be careful about using old saves!

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Added some additional nav checks when civilian unit movers register devirtualized units (and when civvie factions spawn their initial squad controllers) to try to prevent civvies from 'stacking up' on each other, or inside of their tent (may not be perfect, but hopefully an improvement)
  • Dynamic Civilian group names finalized
  • Fixed up 'DeselectAll' in Base_PlayerController to be more reliable: this resolves Mortars 'failing to deselect'
  • Updated civilian faction 'shop' (for recruiting units from civvies) to properly update the button if civilian faction relationship with you changes
  • Updated Doctrines to update any shop the player has open upon unlocking a new doctrine (no need to close/reopen a shop menu, though construction menu still doesn't benefit from this yet)
  • Updated logic to not 'miss' updating faction relationships when reputation events tick over time in a zone
  • Improved 'IsAlive' check to return false if something is in RubbleMode
  • Additionally, infected tunnels now disappear completely when destroyed (instead of remaining but 'rubble-ified')
  • Improved 'civvie squad widget' handling. Crash related to it should be resolved
  • Units who are 'carrying' the widget should now properly hand the widget off on death
  • Updated Boss Healthbar Widget (for Juggernaut, for example) to properly disappear when owner dies
  • Tracked down the setting (MyGarrisonSeat) that had a wrong setting in the Charon, which was causing it to be unable to rotate-in-place
  • Fixed field turrets not rotating properly
  • Implemented another fix to our version of AISense_Sight that was 'missed' in the update from 5.1 to 5.2 (allows units to 'see through' their allies, or the vehicles they're garrisoned in): this fixes (among other things) units in the Sparrow not being able to acquire targets on their own
  • Updated Grenade Throw Blocked widget to be smaller (was huge!)
  • Updated Landscaping widget text to be larger (was too small before)
  • Fixed up some default settings for NightDay, and turned off an override on the instance of it in the MasterLightingSystem so it won't block Custom Game Settings related to time from working
  • Slight adjustments to Vehicle (Shawnee) AI to make the Shawnee stop focusing on its enemy if it cannot shoot it anymore
  • More trees in presidio converted to be clearable
  • P220 animations fixed,
  • Vehicle turrets should function more reliably
  • Fixed up the Cerberus Mortar's 'muzzle flash' effect (more of an explosion) to actually spawn at the mortar's muzzle
  • Fixed the duplicate 'close build menu' button in the Engineer's defense menu
  • Fixed a typo in a loading tip
  • Updated another loading tip (that made reference to Defense/Alpha squads from way back when) to instead give a similar idea without referencing those old mechanics
  • Fixed up Capture Truck to no longer be purchaseable at other Capture Trucks or Command Tents: only at CERC and Motor Pool now
  • Civilian Hold and Command Tent substructures can now be built anywhere in the zone where their 'parent building' is, instead of being restricted to being built within a radius of their 'parent building'.
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]