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Cepheus Protocol News

Patch - 1.2.6.3 (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]
  • More Leviathan logic being made DRY (centralization, etc., to reduce the amount of logic that's repeated, for easier control)
  • Used this to try to reduce situations where Leviathan makes tunnels in Restrictor radius
  • Improved safety for Restrictor avoidance so levi's avoid them
  • Improved Leviathan 'restrictor avoidance' to try to better account for other restrictors that might be nearby
  • Utilized Leviathan 'restrictor avoidance' in their combat movement, to prevent them from emerging during combat in radius of a restrictor
  • Fixed a flaw with Leviathan 'invalid actor base' detection, and improved the height check it uses (so Leviathans will hopefully not 'spawn inside' of sufficiently tall skyscrapers, then jump up on the roof)
  • Improved Leviathan spawning logic to try to prevent spawning inside of a Restrictor radius
  • Added another move safety to part of Leviathan's emerge-searching, to try to prevent Leviathans getting stuck in a move-loop
  • Downported some minimap/visibility loading logic from the Infected Pods BP to C++ structure loading (so Tunnel Entrances can benefit from it)
  • Moved some Structure 'FOW-startup' logic to Base_Structure (from Base_PlayerStructure) so Tunnel Entrances can hide in FOW
  • Result: Tunnel Entrances, like infected pods, now will only be hidden in FOW until seen by the player once, then will remain visible
  • Fix added for 'broken' Unit Icon reference being left behind if you drag-drop the last Unit Icon out of a Group Window to 'de-group' that unit, then move another Unit into that group that was removed
  • Implemented crashfix for div/0 crash when something checks infected saturation in a zone that has been completely evacuated and has no infected left
  • Fix for being unable to 'see' rubble-ified tunnel entrances that you have yet to have seen
  • Fix for structures loading with less than zero health but not being in Rubble mode (causing 'untargetable' tunnel entrances, for example)
  • Fixed the TUGS not showing its detection radius when player is placing it down, or when it's been selected
  • Fixed Tower Guards referencing old male/female meshes in their setup, causing them to A-pose
    reverted back to resolve 4000 series crashes
  • Disabled InfectedRaven Niagara>BP data transfer
  • Enhanced Leviathan move safeties:
  • Location targeting uses a box trace instead of a line trace, to try to reduce emerging 'close enough to a building' to end up on top of it
  • Location targeting safeties were actually being 'overrun' and returning bad locations: backups added to re-try later if safeties fail
  • Additionally, as number of checks in one call increase, search radius will increase (without this, a lot of situations would always hit the safety limit)
  • Doubled minimum distance (800->1600) between tunnel entrances
  • Another safety for Leviathans popping up on buildings (if Levi would drop a tunnel entrance on an invalid position, Levi forced to re-burrow now)
  • Fix to Leviathan Vomit dealing friendly fire damage to infected
  • Fix for unlocks not displaying their price properly if you get the Discount doctrine upgrade
  • Converted Leviathan 'trace for invalid base actor' logic use multi-overlap instead of single trace
  • Set up a test for seeing how infected 'get by' the player:
  • Had some success. If I set up a bunch of guards so no infected get by, but leave the gate open, the unit movers get by and - somehow or another - a certian Unit Mover type or order can 'complete' and transfer some infected over invisibly. Committing slot 45 for testing this more later
  • Fixed an issue with a SpawnNode 'construction point' failing to register if a tower construction point was created alongside it, in the ZoneManager's AdjustInfectedConversions
  • Turned off the ability for 'passive infection conversion' to occur in a zone if there are no qualifying infected structures in the area
  • Units who convert to infected units inside of the FOW should no longer fail to be able to move
  • Fixed annoying Destroyed messages related to PCRef from damage characters on Command Post Trucks (by making the message not print if there's no current World)
  • Small change to AI_spawn_nodes map due to world partition complaint
  • Changed SpawningVolumes to not be included in HLOD
  • Fixed up spatial loading settings for MercerSystem+Subsystem, InfectionZones, InfectionZoneManager, SpawnNode, UnitMover, CentralSpawner, and MissionBlueprintPoint (to stop some errors that occur when opening the OpenWorldMaster_WP)
  • Cleared out unknown weird 'Brush' actors from several levels that break saving in World Partition (w/ Dimitry's help)
  • Removed unnecessary logic from MasterLightingSystem's level BP for starting up FOW (since it starts up automatically, and that level BP logic breaks world partition conversion)
    NOTE: IF there suddenly start to be Fog of War (FOW) issues in builds, we may need to undo this commit, in case that was for fixing issues in builds that don't occur in-editor.
  • Landscape spline ref map committed for landscape spline repair (Committed by Derek from Build Machine)
  • Update to landscape spline refs (Derek from Build Machine)
  • Commit of some of my work from last week
  • Safety to prevent formations from 'breaking' on load if units were moving in formation when you saved
  • Crash fix for rare issue with Unit Movers and their devirtualized units
  • Improvements to debug logs for Unit Movers
  • Repaired PI_Spawn_Nodes (from the changes made to its BP graph so World Partition would build)
  • Repaired AI's Spawn Nodes map so factions can function again
  • Repaired Landscapes to pre World Partition state (with the previous commits, the Open World Master non-WP version should now function as before)
  • Change to Carpet Bomb template to be a soft-reference in the PlayerController
  • Unreal 5.1 Update
  • Foliage Backup map from BuildMachine (pre WorldPartition) - Dimitry
  • Deleted the old HorderLeaderboardtest.umap and widget (widget was causing failure in data validate)
  • One for the Open World itself, PERSISTENTMASTER, for things like TIPresidio move proxies
  • New ConstructionScript logic to resolve an issue with nav modifiers working differently in 5.1 on landscape actors (to update their failsafe nav to match the mesh, which it was automatically able to read by itself in 5.0)
  • Landscaping cars+misc updated w/ failsafe extents changed to function better for nav building (trees need manual work)
  • Fix to landscape-able tree nav
  • racked down a severe issue w/ proxy collision not being 'fully cleared' in the WP
  • Due to how World Partition works, actors who were modified by the Proxy Collision Manager didn't get 'dirtied' by the change, and thus their collision settings didn't reset
  • Created a utility widget that handled the cleanup by mimicking the proxy collision manager's Clean command while properly 'transacting' the actors so that the changes would be save-able
  • Collision+nav issues in the Open World Master seem mostly resolved. Player units can complete a move from Presidio to Alcatraz unassisted!
  • Cleanup of more actor types that needed SpatiallyLoaded to be false
  • re-saving actors in the WP to fix Map Check complaining about them
  • Clean up of null static mesh actors (and empty LevelInstance actors) in the WP to prevent Map Check warnings
  • Made landscape-able actors not participate in HLOD (cars, trees, etc.)
  • Updated player buildings to not be spatially loaded
  • Updated bridge containers to not be spatially loaded (and fixed the bridge destructibles themselves)
  • Updated world buildings to not be spatially loaded
  • Fixed a Merged_Warehouse_A in AIG7 that was still a static mesh (instead of a world building)
  • Fixed a major issue with Civilian 'condemned building movement' not triggering (due to a helipad check and some other things that weren't needed)
  • Started working on pivot-adjusting logic to try to help Dimitry with moving landscape splines (no soap yet though)
  • Made MercerRadius not be spatially loaded (not sure if it was needed, though)
  • New BP Library functions for accessing the World and the Streaming Levels through it
  • Slight tweak to PC BP "AsyncLoadClass" event to skip the load if the class already is loaded
  • Updated ZoneManager and GameState access relations in PlayerController, GameState, and ZoneManager to support a setter/getter setup
  • Used this to bypass an issue where Dynamic Civilian Factions fail to initialize due to the ZoneManager initializing before the GameState does
  • And updated C++/BP that referenced the PC's ZoneManager to use the new Getter (including OpenWorldMaster)
  • Cleared out the old MinimapComponentBP (no longer used)
  • Fixed a Warehouse in AIG07 that hadn't been converted to a World Building
  • Updated OpenWorldMaster proxy collision+nav after the above
  • Partial commit of World Partition deletion per Robert's request (Derek from Build Machine)
  • Started updating SquadControllers (part of Central Spawners, part of Dynamic Civvie Factions) to be children of VirtualUnitMovers
  • Formation logic ported to VirtualUnitMover (w/ added save/load: set FormationNum to 0 in a UnitMover's BP to 'turn on' random formations, or leave it as -1 to use the existing regular move logic)
  • Started cleaning out CentralSpawner and SquadController logic to support being virtual unit movers now
  • Started updating orders to use VirtualUnitMover-related calls instead of the old Squad-ones
  • Started updating save/load logic to support their new VirtualUnitMover setup
  • Cleared out more of old SquadController behaviors in favor of their VirtualUnitMover inheritance
  • Police/Anarchists have minimal functionality now on the new unit mover setup, though they have a rougher time capturing territory (due to capture points not respecting virtual units): not sure if time should be spent updating this further on this front due to that being a deprecated system
  • Still, the SquadControllers being in this state makes them more usable for dynamic civvie factions
  • Further cleanup of SquadController to better favor its VirtualUnitMover inheritance:
  • Cleaned out the 'SquadObjective' style enum to make sure it uses MoveOrder strings like regular UnitMovers do
  • Fixed an initialization issue to make sure they always are able to activate and run
  • Set up a 'GameMinuteTimer' in the GameState for other actors to reference if they desire to update every 'in game hour' (relative to regular timescale) without needing separate timers each
  • Updated CentralSpawners to use this instead of relying on the old Hour delegate
  • Updated Factions to have logic to enable their appearance in the Diplomacy tab of the PoliciesDropdownWidget
  • Either automatically, or via player seeing one of their units
  • Added an 'OnSeenByPlayer' response to units for this purpose
  • Updated save/load of CentralSpawners and some registration logic in the GameState and PoliciesDropdownWidget to support this
  • Enhanced SquadControllers to always be counted as 'civilian' unit movers
  • And improved their spawning logic so doing so won't 'break' them when they try to switch their nav modifier over to Civvie mode when they switch modes
  • Quick fix to stop all civvies in a Zone from spawning as the civvie subfaction that's assigned to said zone
  • Started updating handling of Factions for UnitMovers
  • And used this to make a quick fix for Factions Beta units to still be able to capture territory (by devirtualizing when on a Recon(capture) order and near the target)
  • Fixed FOW support for Base_Structure to support structures whose root component is a static mesh
  • Started adding support for a 'MainBuilding' for Dynamic Civvie factions to use
  • Which accesses MercerSystem 'pod trace' logic so these buildings can be dynamically placed around a spot as desired
  • used this to make civilian faction building construction start point not be right on top of the capture point
  • Made civilian factions track if their main building gets destroyed (including via save/load)
  • Made a basic check for Civilian Factions to spawn their main building (currently just after first ingame minute)
  • With changes to initialization for the CentralSpawners to support recognizing the correct faction, and removing the delegate for the check if the building gets set or destroyed
  • Updated 'VectorInBounds' from CepheusBlueprintLibrary to support an optional bool AlsoMustNotBeZero (default true), which also makes the Vector return false if it's a zero vector
  • Updated the Structure Healthbar widget to not show itself if the structure isn't visible in-world
  • Ported over some values from CentralSpawner to the Faction Container, for modularity's sake
  • And copied relevant values from the Police+Anarchist Spawners to their FC
  • Further modularized squad spawning for CentralSpawners
  • Set up logic for dynamic civvie factions start checking for unit spawns after setting up a main building
  • No spawn lists/pricing/costs set up yet for this so it doesn't work yet, but it's most of the way done
  • Ported more settings from the CentralSpawner to the Faction Container DA
  • Set up logic so civilians can be spawned by the dynamic civilian spawners
  • Should automatically be armed when they spawn, if they have CivvieWeapons and no default
  • SpawnWeapons defined (so 'unarmed' civvies won't be a thing, unless the spawned class has no SpawnWeapons OR CivvieWeapons)
  • Waits until MainBuilding has spawned first and prevents their spawn unless said MainBuilding is created
  • Added logic to make Civilian-based spawners pull from World Buildings in the area for populating their ranks (so the civilian count doesn't magically gain numbers when civvie faction units are spawned, and so they cannot spawn if there are no civvies left)
  • Removed the extremely old first version of the Reputation system (the flat number in the PC)
  • Started updating dynamic civvie faction aggression response
  • Started on slight overhaul of Faction-relationship handling, saving, and loading, to better support dynamically-generated factions
  • Improved Unit Mover faction-setting on its units to better ensure dynamic civvie faction units spawn and load as the correct faction
  • Set up Dynamic Civvie Faction 'roll for go hostile' logic
  • Raven health lowered to 1800 from 2700
  • Fixed some animation issues with pistols and the f2000
  • Updated Structure team-registration to reflect the updates that Characters got, allowing them to properly get the correct faction when spawning as part of dynamic civilian factions
  • Started revamping save/load of Walls to be more modular and use StructureSaveData rather than their own unique FWallSaveData
  • P90: damage lowered from 18.5 to 16 & rpm decreased from 700 to 650.
  • Vector: clip size increased from 25 to 40, rpm increased from 900 to 1000.
  • mp5: rpm decreased from 800 to 700, clip size increased from 25 to 30 & damaged Decreased to 26
  • from 34 and 23 from 34 suppressed.
  • m249 - clip size decrerased from 200 to 150 & rpm increased from 750 to 850.
  • x-bren 5.56: is now a 6.8m, rpm decreased to 600 from 700 & clip size decreased from 45 to 30.
  • mcx (m16a3): rpm increased from 800 to 850.
  • Scar 5.56: clip size decreased from 35 to 25 & rpm decreased from 730 to 650
  • mp5sd 10mm: damaged decreased from 34 to 30 & rpm decreased from 800 to 750.

  • Spitters acid attack damage increased from 35 to 40 and projectile speed increased from 2,000.0 to 2,850.0. have fun
  • m16a3 added to the following units. Winters, Assault, Engineer, Heavy, Scientist, Sniper & spec ops.
  • Fixed Doctrine registry
  • speculative fix for crash https://discord.com/channels/469412014427602944/1074600733267206194/1086926583299846196
  • speculative crash fix https://discord.com/channels/469412014427602944/1063512299794612314/1063512299794612314
  • speculative crash fix https://discord.com/channels/469412014427602944/1063512299794612314/1063512299794612314
  • Updated to latest 5.1 standards on coding
  • rewrote audio importing system to hopefully solve audio playback crashes
  • Fixed weather DA references in PlayerController
  • Updated rep range in regular+cannibal civ archetypes
  • Fixed Target Civilians ROE option
  • Added a 'RiotRange' reputation setting to FactionContainers for Dynamic Civvie Factions
  • Added a 'RiotMode' to CentralSpawner (also accessible from FactionManager) and started on logic for turning it on/off
  • Added a 'RiotMode' to Base_Character and set up a delegate for when it shifts and hooked it up in the Anim Blueprint
  • Enhanced setup for FactionManagers to better enable delegate binding for registered units and used this to set up RiotMode on units in a Faction which has entered Riot against player
  • Set up logic to make CentralSpawners declare Riot if rep is low enough (seems to require player buildings before it'll run though, may need to tweak it some more)
  • Speculative crash fix for unit mover devirtualization
  • Adjusted civilian unit movers to have their own UnitMover array in the GameState (so they won't encroach on unit mover cap for infected)
  • Centralized setting of CharacterMovement 'update while rendered' logic to a single function, to try to better manage it and deal with situations where gameplay-relevant civvies remain motionless
  • Updated Avenger Art assets.
  • Updated TOW missile material.
  • Avenger Stinger Missile setup.
  • Fixed preview mesh crashes
  • Added Target Homing to TOW Missile.
  • Added Avenger preview mesh.
  • Fixed Avenger lights.
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]

Patch - 1.2.6.2 (Experimental Only)

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

[h3]Cepheus Protocol Dev Update 13[/h3]
https://www.youtube.com/watch?v=9hdefIw4O7g

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 a placeholder 'BunkerBuster' variant of the Charon class icon
  • Added a HUD notification upon the Bunker Buster successfully collapsing a tunnel
  • Updated more Leviathan logic to use 'GetValidLeviathanEmergeSpot' so Leviathans will hopefully just pop up inside build volumes (instead of inside of or on top of buildings) Leviathans should be much less likely to appear on rooftops
  • Added a check to prevent Leviathans from spawning an additional Tunnel Entrance on top of another they've spawned
  • Fixed two crashes with UnitMover-Tunnel interaction
  • mproved Leviathan movement logic to try to further restrict movement from potentially ending up on rooftops
  • Updated the HUD Recruit weapon selection dropdown to support the updates that the Weapon Market item widget got
  • Quick update to stop Bounty Infected overhead images from showing through the fog of war
  • Set up Bunker Buster damage on a burrowed Leviathan to irritate it and give it a good chance to emerge (unless there's no ground to emerge from nearby, i.e. you hit it while it was under water)
  • Fixed a crash w/ Unit Mover+Tunnel interaction
  • Swapped out 'TUGS Ping' response from Juggernaut+Leviathan to say 'Sensors detected' instead of 'TUGS detected' (since Leviathan can be spotted by the Charon's Bunker Buster setup, now)
  • Speculative fix for Ravens leaving their 'icon' visible to the player even after re-entering FOW https://discord.com/channels/469412014427602944/1077240538002116648/1077240538002116648
  • Fixed tunnel entrance 'rubble mode' not saving/loading
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]Swag 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 - 1.2.6.1 (Experimental Only)

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

[h3]Cepheus Protocol Dev Update 13[/h3]
https://www.youtube.com/watch?v=9hdefIw4O7g

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]
  • Nvidia 4000 series card crash resolved with Birds
  • Added the Ability for the TUGS to detect Levi and Tunnel networks passively
  • Fixed to Levi tunneling to make them not choose "stupid" locations to place them (We will be revising this into the next few days to improve it further into next week)
  • Increased health of birds by double
  • Increased Birds resistance to bullets
  • Small fix to targeting issue with tunnel entrances
  • Fixed 'unit clearing due to reasons other than death' not properly clearing their Population count (which seems related to at least one source of 'extra pop cost when loading saves')
  • Added more safeties to hopefully stop Leviathans from tunneling 'above ground' as much
  • Added a new tag-check to the Guard Tower to prevent non-Tower Guards from manning them (if the tower's current guard should die without the tower itself falling)
  • Updated Gates to have 'CanCharacterStepUpOn' to be no for the various subcomponents on it that had this set to 'yes' (hopefully stops Juggernaut gate climbing)
  • Updated Grenade throw trace to also ignore enemy units (the mouse will still 'hit' them but the grenade itself will go through)
  • Bunker Buster weapon added in early-state to the Charon
  • Removes unit carry capacity (aside from the pilot)
  • Adds a tunnel-scanner (with scanner widget toggle on the Charon in the world)
  • Bunker Buster can be fired via Command Window (bottom right of screen) for $2500 (30 sec cooldown)
  • Bunker Buster deals no damage unless target is below ground!
  • Destroys tunnels that 'connect' tunnel entrances that Leviathans build
  • If you hit a Leviathan that's underground with this, it'll take a good chunk out of his health
  • Fixed the SPAS-12 not having an AimSource socket
  • BunkerBusterMissile minimum damage adjusted
  • Progress commit on making Cooldown visible for command widget
  • Updated Charon bunker buster to 'aim' the ability when the button is pressed, akin to the Fast Rope aim circle
  • Improvements to Weapon Market display
  • Shows 'APS' (attacks/actions per second') instead of 'RPS' for melee weapons
  • Stats display is hidden if weapon is not conventional (i.e. Scientist Scanner, Charon Bunker Buster)
  • Added description to Scientist Scanner and Riot Shields
  • Improved overhead ammo display widget for units to not be shown for weapons that do not use ammo (such as Scanner, Bunker Buster, etc.)
  • Fixed the Charon 'ground scanner widget' not getting cleared if you unequip the Bunker Buster from it
  • Added Raven options to the difficulty adjuster. Active, Start Day, Health Multiplier
  • Improved save/load for World Buildings to report duplicate World Building BuildingDevNames (which mess with save/load)
  • Fixed a bug that causes civilians to be removed improperly from a zone (which was causing the population to increase over time if you evacuated civilians between zones)
  • Crit multiplier set to x2 max for all guns
  • Speed standards set on all classes to be the same
  • Added a placeholder 'BunkerBuster' variant of the Charon class icon
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]Swag 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 (Experimental Only)

[h3]Cepheus Protocol Dev Update 13[/h3]
https://www.youtube.com/watch?v=9hdefIw4O7g

[h3]Cepheus Protocol Dev Update 12[/h3]
https://youtu.be/Ro74RDr85cQ

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]
  • Infected Birds added, they will build nests and spread virus across the island past day 2. They will also build nests to create more birds over time. They can attack air units and units hiding on rooftops.
  • Updated 'latest save' string to point at the latest saved
  • or* latest loaded game. And updated the Load Game screen for Pandemic to use the same criterion for 'latest save' that the Game Over+Pause menus use (so it won't be so confusing)
  • Updated Garrison Position for the Merlin to be more 'under' the entry spot (instead of too far out, where it can get 'stuck' into things too easily, such as in a save Robert sent to me)
  • Added Infected Crow's Nest Mesh, texture and material
  • Updated Helicopters with a new var 'DistanceToStartLoweringForFastRope', set to 12000. Used this to make Helicopters much less likely to overshoot Rappel targets by starting to fly lower sooner
  • Improvements to Bird attack logic and how they pick a 'swoop target' and attacks
  • Improved logic to determine if a player is walled off/unreachable by destroying bridges so Flying units and Levi's will target them
  • Fixed an issue w/ loaded civvies (who are infected) using Civvie idles
  • Added a custom game setting InfectedBirdStartDay, and a function in the ChelseySystem for checking sending birds alongside any Assault checks
  • Added another fix for being able to mouse-click bridges certain spots to bring up a menu that lets you destroy them
  • Fix to autosave startup in the Open World Master to wait until both Chelsey and the Player have 'started up', to prevent the game from autosaving before Chelsey spawns, thus creating a world with no Patient Zero if you load that 'game start autosave'
  • Fixed up 'permanent targeting' issue if they start a swoop on someone but that person leaves vision
  • Improved ActorConstructionPoint to have a 'non-absorb' mode so units can 'construct' pods/etc. similar to how Engineers do
  • Added some additional logic so that Helicopters interacting with Construction will lower their flight height to 50, then return it to normal after their TargetConstructionActor is removed
  • Fixed a major save/load issue (introduced Friday) that caused Hive references for LTs to 'break' and reference random constructibles in the zone
  • Fixed Chelsey being included in the "LT Array" in the MercerSystem
  • Fixed another save/load issue with Mercer Hives (if a hive was under construction at the point of saving, due to auto construct, it was being 'ignored' and thus forgotten. No longer)
  • More fixes to prevent Hives or pods getting 'forgotten' by the game when saving/loading
  • Fixed the Sniper's default mesh being unassigned sometimes to cause them to A pose
  • Improved save/load logic to detect an 'empty mesh' on loaded units, and give them a random mesh from their available male/female variants if they are 'empty mesh' on load
  • Added another move proxy from Treasure Island Power Plant to the 'middle' of its bridge back to TI South, for fixing an issue Efrain encountered
  • Updated some Helicopter-related logic to be more modular, and updated Infected AI to better account for flight-height when scanning for movement spots
    Result: Birds more reliably roam around, move around, and can follow construction orders from really far away (instead of failing to spread from initial nest) in the Master
  • Fixed an issue where loaded Ravens would fail to be saved (i.e. save, load would work, but saving then loading again would delete them)
  • Raven Subsystem now tries to spawn a Raven to defend a nest if that nest has no Raven to guard it (higher priority than spawning to spread, so that'll happen first)
  • Raven Subsystem now tries to spread to player territory if it already has nests on all landmasses
    And, if there are no birds
  • and* no structures, construction points will clear so it can 'start afresh' rather than getting stuck
  • Minor fix to FreshlyLoaded, too, to hopefully stop the system from stalling if you save/load before the first hive starts construction
  • Several fixes to Chelsey AI
  • Stuck checks improved: if her 'on invalid nav' checks notice being on bad nav but fail to find a good spot, CriticalStuckWarp will run. Though this won't run if she has a jump attack target, is falling, has an attach parent (i.e. helicopter she's punching), etc.
  • Set up a response for when Hives take damage to summon the nearest Leviathan to assist in its defense
  • Fixed an issue with units getting 'jitters' if given a group order to move to a garrison, then given another move order away from it
  • Unit Mover and Chelsey System improvements to support (and encourage) usage of tunnel entrances
    =Results: If tunnels exist in-world, the Chelsey System and Unit Movers now know how to use them, and will prioritize spreading to tunnel exits that are far away (to make Angel island seem more 'tempting' to their AI, so to speak, and to improve likelihood of building up defenses in 'tunnel zones').
  • Added a safety to prevent Birds entering into an 'infinite melee attack loop crash'
  • Added a basic TOW weapon to the Humvee (kitbashed from the CROWS+SMAW, with mostly SMAW stats)
  • Used this to make the Avenger gun for the Humvee, with some basic stats and anti-air properties, as well as a description indicating to the player that it's anti-air only. The Avenger has friendly fire turned off, so it won't hurt allied
  • And improved initial Leviathan spawn to try to prevent him from popping up on top of buildings initially
  • Improved safety regarding tunnel movement for UnitMovers (to prevent a potential infinite loop crash)
  • Improved Leviathan 'emerge from burrow' logic to not 'miss' a case where a tunnel entrance should be dropped
  • Leviathans now have a lower 'wander time', especially if issued a ZoneBurrowTarget from the LeviathanSubsystem
  • Updated Leviathan start day on Director's Cut (and default setting for Custom Difficulties) to be ingame Gametime Day 2 (after 24 minutes ingame)
  • Infected also get an 'initial Leviathan token' on the Leviathan start day, allowing them to quickly get a Leviathan right as that day begins
  • Added a slight fix to the ZoneManager to not potentially 'add another Leviathan token' when loading saves, if someone sets custom difficulty Leviathan start day to ingame day 1
  • Fixed Infected bird animation speed.
  • Added glowing eyes to infected birds.
  • Speculative crashfix added for Unit+Tunnel interaction
  • Improved default explosive safety to stop 'false positives' in some weird circumstances with enemy tunnels
  • Improved enemy tunnel with 'attackpoints' to make it more easily targetable by player units
  • Added pipeline to support logic for Leviathans to respond to a Tunnel Entrance being damaged
  • made the Leviathan roar sound trigger from a tunnel in a zone when a Leviathan moves to defend a zone due to hive/tunnel being damaged there
  • Fixes for mouse targeting issues with world buildings/bridges after Tunnel targeting fixes
  • Fixed Structure Healthbars not working for things that didn't inherit from Base_PlayerStructure
  • Updated Tunnels to have 18K health (from 6K), so it's not an easy 'burn down': you'll want explosives.
  • Fixed hovering over structures that have no hovertext causing an 'empty hovertext' popup to display (small black rectangle)
  • Set up the Raven Subsystem to spawn additional ravens to support Assaults against locations that have already repelled enough units (up to 3 swarms)
  • Added Leviathan 'assault support'. If a zone has endured some Assault unit movers, the Leviathan subsystem may send up to two Leviathans to assist
  • A few Leviathan move/burrow functions tweaked (and a safety added to AI to try to stop rotation freeze bug)
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]
  • Charon will be gaining new abilities to hunt Chelsey/Levi/Tunnels next patch

[/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]Swag 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 - 1.2.5.1 (Experimental Only)

[h3]Cepheus Protocol Dev Update 13[/h3]
https://www.youtube.com/watch?v=9hdefIw4O7g

[h3]Cepheus Protocol Dev Update 12[/h3]
https://youtu.be/Ro74RDr85cQ

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]

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]
  • Vehicle slow down issue is a problem we are looking into

[/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]Swag 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]