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Cepheus Protocol News

Patch - 1.2.7.15

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 filter level that protects CERC before their infection level is damaged , widget support added
  • Added countdown clock for filter remaining time
  • Adding weapon icons for Flamethrower and Light Shield
  • Engineer should now only be buildable from CERC and Barracks (no longer from capture truck)
  • Fixed duplicate weapon in recruited militant civvie weapon market
  • LODS readjusted for Characters
  • crashfix for virtual combat
  • Fixed Spitters not having increased mesh+movement tickrate when hidden in FOW
  • Set up Evac chopper to no longer leave invisible civilians 'attached' to itself, so its movement when evacuating back to the carrier is cheaper (by about half, saving some .2ms per filled evac chopper that's in motion)
  • Set up garrisoned units to not react to TUGS ping (so the above thing won't show a bunch of floating civvies near an evac pad. :P )
  • Made civilian walls spawn much more quickly (usually should be all at once)
  • Fixed an error with Civilian Clutter complaining about ownership being incorrect
  • Logic fix to prevent characters from being able to save if they're not alive
  • Spitters now do DOT Acid damage
  • a-16a4 nerf to base damage to be closer to the m4
  • All crow mounts spread values change to be more realistic to a 50 cal
  • Crows buff!
  • Tpose Pilot - fixed
  • Updated to Unreal Engine 5.2
  • Ammo and med tent no longer 'autobuild'
  • Medical facilities now support rally points (since they are now used for the recruitment of medics)
  • Fixed the new hint text anchor blocking clicks on recruit popup (and potentially other things)
  • Vehicles now clear their weapons OnDestroyed
  • Removed a SetSkinnedAssetAndUpdate from VehicleTurretBP, which was causing turrets to 'balloon' in size
  • Updated loading logic to try to make sure field turrets that weren't finished constructing don't just 'disappear' on load
  • Fixed up 'vanishing HESCO construction orders' (not the same as HESCOs disappearing from load)
  • Fix for HESCO walls 'disappearing' when loading certain saves (their z scale was being set to 0 on load due to uninitialized var which normally shouldn't be accessed, but some saves apparently did so anyway)
  • Disabled the Operator menu on the Main Menu for now (since Operator system's changed so much and this menu hasn't updated to match) We will revise this soon
  • Improved logic for when repair actors can spawn (including bypassing some health checks for Rubble Mode, so destroyed walls should be more reliable in allowing repair)
  • Fixed up several character classes who were missing the 'DRIVER' tag. CERC training now includes driver's ed (this may not fix characters who are already missing the tag in a loaded save made before this patch, but new recruits after should be fine)
  • Rebuilt proxy collision+nav in the master (fixes up some new landscaping objects being 'unbuildable' due to having had leftover proxy collision at that time)
  • Minigunner updated to current systems
  • Juggernut now takes more damage from high cal and ap rnds
  • Friendly Fire for Strikers, Javelins, SMAW's , are now removed including minimum fire safeties
  • Added juggernaut health bar


[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/979640/announcements/detail/3678911452798913244
https://steamcommunity.com/games/979640/announcements/detail/3678913989599495906
https://steamcommunity.com/games/979640/announcements/detail/3678914623049233146
https://steamcommunity.com/games/979640/announcements/detail/3660900859067869029
https://steamcommunity.com/games/979640/announcements/detail/3716073126078463344
https://steamcommunity.com/games/979640/announcements/detail/3716073126082292117
https://steamcommunity.com/games/979640/announcements/detail/3716073126085248034
https://steamcommunity.com/games/979640/announcements/detail/3718325557379795668
https://steamcommunity.com/games/979640/announcements/detail/3718325557383296295
https://steamcommunity.com/games/979640/announcements/detail/3718325557387132242
https://steamcommunity.com/games/979640/announcements/detail/3718325557388584225
https://steamcommunity.com/games/979640/announcements/detail/3718326191609896942
https://steamcommunity.com/games/979640/announcements/detail/6438500527885090273
https://steamcommunity.com/games/979640/announcements/detail/6438500527893699367
https://steamcommunity.com/games/979640/announcements/detail/3704816660868640008
https://steamcommunity.com/games/979640/announcements/detail/3704816660871750505
https://steamcommunity.com/games/979640/announcements/detail/3704817293684237585
https://steamcommunity.com/games/979640/announcements/detail/3704817293691978806
https://steamcommunity.com/games/979640/announcements/detail/3704817927642569118
https://steamcommunity.com/games/979640/announcements/detail/6248225912162637560
https://steamcommunity.com/games/2116560/announcements/detail/3702566762278190220
https://steamcommunity.com/games/2116560/announcements/detail/3702566762280892419

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 - 1.2.7.12 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]
  • Max evacuating civvies mobs increased to 30 (300 civilians)
  • Sprint bug fixed
  • Scope fix for the m16
  • Aiming fixed for the m16
  • P90 added back to radio op
  • Some performance optimizations for Unit Movers
  • Some logic added to try to reduce the amount of 'unnecessary move reorders'
  • Fixed the P90 mesh not having an AimSource socket
  • Defense teams will move a lot less now for Dynamic Civilian groups
  • Status icons added for the 'squad overhead widgets' (sans Scavenging)
  • Updated UI Icons for new Infantry models.
  • Made UnitMovers properly set civvies to ignore Civvie AI Roaming behavior, so civvie squads become significantly less 'antsy'
  • Removed icon text from Infantry model build menu's from the Barracks
  • Hooked up a new Scavenging Status icon to the Squad Status widgets for civilian squads
  • Removed Drivers from being purchasable units and replaced them with Assaults in vehicles
  • Made all CERC units capable of driving ground based vehicles , pilots are still required for airborne units
  • Tripled Civilian Faction Tent health
  • Clutter for Civilian camps are temporarily disabled till Monday-Tuesday for final adjustments
  • Quick addition of a 'ground height trace' for clutter for civvie camps
  • Fixes to landscape actor interaction for clutter spawning and main building spawning for faction base construction
  • Physic bodies updated to solve some ragdoll issues
  • Rapple animation t pose solved
  • Hand pos test for sitting on vehicles improved
  • Civilian groups spawning logic adjusted (40% Chance of Normal, 40% of Militants & 20% for Raiders)
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 - 1.2.7.11 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]