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Cepheus Protocol News

Patch - 1.2.7.3 Dynamic Civilian Groups (Experimental Only)

[h3]Cepheus Protocol Dev Update 15[/h3]
https://youtu.be/GV3YOssGEfs

[h3]Cepheus Protocol Dev Update 14[/h3]
https://youtu.be/LOdVk1yiuak

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.


As we work to wrap up 1.2 in the coming weeks our goals will be working out bug and balance issues introduced with this patch. The next goal for 1.2 will be to add more "Ambient" civilians in the form of cars/people that litter/populate the cities regardless of their faction and then we will conclude with modernizing the "look" of the ROE tab. Then its the Police Faction and Anarchist time in 1.3 We we will spend 1-2 months (developing 1.3 on experimental) on completely redoing the Factions and deprecating the "Zone" capture circles they use in the experimental "Factions" opt in. The current capture truck method wil be standardized and their AI will know how to properly interact and seek them out

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • New materials for Civilan wall placeholders.
  • Quick fix to Diplomacy widget sometimes having 'text wrap' issues
  • Updated wall 'box collision' component to no longer block WorldDynamic (which caused it to block grenades)
  • Started on a Faction 'Relationship Meter' for the Diplomacy widget. Changes color depending on status. Changes 'fill amount' based on reputation in the zone of the faction in question
  • Added an Are you Sure popup for declaring war on a faction
  • Fixed an issue w/ 'Declare War' on dynamic civvie factions not properly marking the text as 'hostile'
  • Another crash fix to stop the "Fire" Crash
  • Quick fix to landscape tree 'tilt' logic from Juggernauts causing tree 'offset' or disappearance
  • Fixed non-tree landscaping objects having 'AllowTilt' on (this allowed Juggernauts to 'push away' these things as if they were trees)
  • Fixed the 'Arena' building in Grid 6 not being clickable (set it to use Simple as Complex collision, and it's clickable now)
  • Slight scaling/appearance adjustments to Diplo widgets
  • Increased the brightness of the moon during nighttime to make it easier to see
  • Set the new starting time for the game to 6 AM for new play session
    removed options that aren't ready yet

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]


[/expand]
[h3]New Versioning Number system[/h3]
[expand]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[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
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

[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
[expand]
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]

[h3]Merch Store [/h3]
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here
[expand]

[/expand]

Patch - 1.2.7.2 Dynamic Civilian Groups (Experimental Only)

[h3]Cepheus Protocol Dev Update 15[/h3]
https://youtu.be/GV3YOssGEfs

[h3]Cepheus Protocol Dev Update 14[/h3]
https://youtu.be/LOdVk1yiuak

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.


As we work to wrap up 1.2 in the coming weeks our goals will be working out bug and balance issues introduced with this patch. The next goal for 1.2 will be to add more "Ambient" civilians in the form of cars/people that litter/populate the cities regardless of their faction and then we will conclude with modernizing the "look" of the ROE tab. Then its the Police Faction and Anarchist time in 1.3 We we will spend 1-2 months (developing 1.3 on experimental) on completely redoing the Factions and deprecating the "Zone" capture circles they use in the experimental "Factions" opt in. The current capture truck method wil be standardized and their AI will know how to properly interact and seek them out

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Crash fixes for Move Previews causing instability in Unreal Engine 5.1
  • Crash fixes for Skeletal Mesh streaming being unstable in 5.1 (Was disabled temporarily) Odds are you will notice slightly increased VRAM/RAM usage
  • Crash Fixes to units catching on Fire and causing a crash after they are deleted/garbage collected
  • Added faction check for creating 'base under attack notification' when a Structure takes damage. Should stop civvie gates from spamming 'base under attack' to the player when hit by infected
  • Civvies will now start spawning sooner near civvie buildings
  • Added negative reputation event for cleansing civvies
  • Added positive reputation event for evacuating civvies
  • Fixed an issue with civilian walls (that aren't gates) being invisible to the player
  • Started dividing the ROE widget's diplomacy logic into a separate Diplomacy widget
  • Added some fixes to widget sizes at the top left to stop 'scaling/jittering' buttons
  • Updated the Diplomacy widget button to use some of our newer art assets
  • Set up the Diplomacy widget to have a 'DestroyedFactions' section so they dont clutter the section with "Active" Factions
  • Updated some logic (including save/load) to mark Civvie factions as 'destroyed' if their main building gets destroyed
  • Updated civvie faction wall construction to cease if their main building gets destroyed
  • Updated Display Name generation for civvie faction archetypes to try to minimize the number of duplicate faction names
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]


[/expand]
[h3]New Versioning Number system[/h3]
[expand]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[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
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

[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
[expand]
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]

[h3]Merch Store [/h3]
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here
[expand]

[/expand]

Patch - 1.2.7.1 Dynamic Civilian Groups (Experimental Only)

[h3]Cepheus Protocol Dev Update 15[/h3]
https://youtu.be/GV3YOssGEfs

[h3]Cepheus Protocol Dev Update 14[/h3]
https://youtu.be/LOdVk1yiuak

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.


As we work to wrap up 1.2 in the coming weeks our goals will be working out bug and balance issues introduced with this patch. The next goal for 1.2 will be to add more "Ambient" civilians in the form of cars/people that litter/populate the cities regardless of their faction and then we will conclude with modernizing the "look" of the ROE tab. Then its the Police Faction and Anarchist time in 1.3 We we will spend 1-2 months (developing 1.3 on experimental) on completely redoing the Factions and deprecating the "Zone" capture circles they use in the experimental "Factions" opt in. The current capture truck method wil be standardized and their AI will know how to properly interact and seek them out

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Enabled FOW-hiding for civilian faction main tents
  • Adjusted civilian faction main tents to spawn 2uu higher than normal to make it easier for perception components to see them
  • Updated logic to not penalize the player's bank account if the player kills civilians that are members of an evil civilian faction (cannibals, etc.)
  • Additionally, no rep loss will occur if killing evil civilians
  • Boosted squad size for civvies to 10 (from 8)
  • Civilians will erect their compound walls quicker
  • Fixed a loading issue with walls to resolve civvie gates 'breaking' and not letting civvies through (may not fix saves from previous patch)
  • Fixed some registration issues with Civilian gates to prevent targeting issues when loading saves (may not fix saves from previous patch)
  • -Fixed a few other issues with Civilian gates not being considerd 'powered,' causing them to break navigation when loaded
  • Fixed some targeting issues that allowed player units who cannot damage Civilian gates from being able to target said gates
  • Fixed a landscaping issue with civilian walls - landscaping box wasn't being 'saved' if it was pertinent, now it does get saved. This may not fix old saves
  • Fixed some issues with 'repair previews' not appearing correctly for player walls and civilian gates
  • Updated Civilian squad size to max out at 8 on Day 1, up to 16 at Day 3
  • Added 'MoveAwayFromTargetBehaviorChance' and 'MoveTowardsUnseenTargetInCombatBehaviorChance' to AIController_Civilian for adjusting how likely civvies are to advance (when they can no longer see their target) or retreat (when they can), checked roughly every 1.5 seconds. These values were previously hardcoded.
  • Adjusted the 'MoveAwayTargetBehaviorChance' to be 5% (from 60%) so civilian gunners don't fidget around quite as much in combat
  • Set up logic to make sure Camp Walls for civvie camps aren't targetable by the player (which caused a weird 'This unit belongs to Environment' popup if right-clicked)
  • Fixed an issue with civvie gates sometimes not opening for their own civvies
  • Quick fix to disable 'no rep loss for killing ASSAULT order civvies regardless of faction', so you will still lose rep if killing regular civvies who have banded against you
  • Crash fixes for https://discord.com/channels/469412014427602944/1092175849664544808/1092178481422553108
  • Crash fixes for https://discord.com/channels/469412014427602944/1091976144355606530/1091976144355606530
  • Crash fixes for https://discord.com/channels/469412014427602944/1091838194879844452/1091838194879844452
  • Crash fixes for https://discord.com/channels/469412014427602944/1091621463913680978/1091621463913680978
  • Crash fixes for https://discord.com/channels/469412014427602944/1091555545296679033/1091555545296679033
  • Crash fixes for https://discord.com/channels/469412014427602944/1091390481117749348/1091390481117749348
  • increased chances of civilian factions coming out sooner
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]


[/expand]
[h3]New Versioning Number system[/h3]
[expand]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[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
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

[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
[expand]
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]

[h3]Merch Store [/h3]
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here
[expand]

[/expand]

Patch - 1.2.7 Dynamic Civilian Groups (Experimental Only)

[h3]Cepheus Protocol Dev Update 15[/h3]
https://youtu.be/GV3YOssGEfs

[h3]Cepheus Protocol Dev Update 14[/h3]
https://youtu.be/LOdVk1yiuak

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.


As we work to wrap up 1.2 in the coming weeks our goals will be working out bug and balance issues introduced with this patch. The next goal for 1.2 will be to add more "Ambient" civilians in the form of cars/people that litter/populate the cities regardless of their faction and then we will conclude with modernizing the "look" of the ROE tab. Then its the Police Faction and Anarchist time in 1.3 We we will spend 1-2 months (developing 1.3 on experimental) on completely redoing the Factions and deprecating the "Zone" capture circles they use in the experimental "Factions" opt in. The current capture truck method wil be standardized and their AI will know how to properly interact and seek them out

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Dynamic Civilian groups added so they will help populate the world. These dynamic groups will roll one of 3 personalities and live daily lives in the world. (Basic, Raider, Militant)
  • Dynamic Civilian groups will start appearing randomly midway through the first day. (They will not affect zone income)
  • Basic groups will stay more neutral and just attempt to "survive", Raider groups will attack all groups openly and have the lowest chance to appear. They will eat people as well and last but not least Militant groups will have the best gear and be quicker to attack you if your becoming a problem to them.
  • They will share information about your deeds and you can gain reputation with them by evacuating them or sheltering them inside your camps.
  • If you are in positive Rep with a group you can recruit civilians to help foster your army early game or in emergency situations from their "Central tent".
  • Killing civilians will slowly turn them against you in greater volumes depending on how far away the incident was that occurred from a civilian group.
  • Dynamic Civilian groups that begin to hate CERC on their reptation(Can be viewed in the ROE tab) will start gathering outside CERC buildings and riot. If relations continue to degrade they will start to firebomb CERC buildings and openly declare war on CERC. They will form alliances to kill you
  • ROE tab revamped to allow you to maintain your diplomacy with groups that you meet dynamically.
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]


[/expand]
[h3]New Versioning Number system[/h3]
[expand]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[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
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

[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
[expand]
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]

[h3]Merch Store [/h3]
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here
[expand]

[/expand]

Patch - 1.2.6.4 (Experimental Only)

[h3]Cepheus Protocol Dev Update 15[/h3]
https://youtu.be/GV3YOssGEfs

[h3]Cepheus Protocol Dev Update 14[/h3]
https://youtu.be/LOdVk1yiuak

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]
  • Changes to Loading weapon code to resolve physical weapons not appearing. New standards on soft loading in Unreal Engine 5.1 basically caused this issue
  • Updated Chelsey infection rates (in the difficulty settings) to stop the overly slow initial hive creation reported by Shaggy
  • Further updates to Chelsey infection rate so her early game start won't be delayed too much (seems like first hive is now ~13:30-15:30, instead of as late as 21:00)
  • Fixed Civilian buildings pinging the HUD with their 'construction complete' notification
  • MCX is now a burst rifle, spread decreased rpm is now 800
  • m4 was added to Winters, Engineer, Medic, Scientist and Spec ops
  • Behind the scenes we are still tweaking and adjusting logic for Dynamic civilian groups so the last 2 patches do include other "hidden" logic but we wont talk about them till those features go live in a few days.
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]
  • AMD FSR requires an engine restart sometimes to start

[/expand]
[h3]New Versioning Number system[/h3]
[expand]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[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
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

[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
[expand]
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]

[h3]Merch Store [/h3]
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here
[expand]

[/expand]