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Cepheus Protocol News

Cepheus Protocol In Review 2022 Community Poll

[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

In preparation for next year and getting things moving again in early January I'm looking to gather some data on how CP is shaping up from our communities standpoint, what you would like us to do better, what your excited for etc. Please consider submitting your feedback as it helps me prioritize resources accordingly going into next year.

Please do not use generic terms like "Its undercooked/bad etc" Take the time to explain what exactly makes the game feel off to you so we can resolve it. What mechanics systems aren't fleshed out enough etc.



https://forms.office.com/r/VJX4GKM1Lg


Patch - 1.2.5 (All branches)

[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


Included in this patch from experimental branch
https://steamcommunity.com/games/979640/announcements/detail/3611355552408690876
https://steamcommunity.com/games/979640/announcements/detail/3611355552404620569
https://steamcommunity.com/games/979640/announcements/detail/6390075983613044409
https://steamcommunity.com/games/979640/announcements/detail/3640627752627204999
https://steamcommunity.com/games/979640/announcements/detail/3640627752624471301
https://steamcommunity.com/games/979640/announcements/detail/3640627684970448999

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Added a View mode at the top left to help determine building populations at a quick glance. Green high pop, yellow moderate , red empty
  • Vehicle move formation orders lossened to improve vehicle movement. They will no longer wait for infantry when given group move orders (Similar to COH)
  • Enhancements to vehicle formation movement
  • Vehicles which have been part of a group move order for 6 seconds will enhance their mobility, to prevent small jitters or obstacles from completely derailing their movement
  • Vehicle-only formation move orders, in addition to last commit's improvement, will now hopefully have less jittering when everyone is in position (due to formation move handler speeding up if anyone is too close to their target position while still in motion)
  • Fixed an issue with the Idle Engineer button (after earlier commits)
  • Added a 'tutorial glow' popup around the Auto Evac button on the Infection Zone Widget
  • Updated the 'frame anim' images used to the proper UI compression settings
  • Added a basic FixWorldBuildingDevnameDuplicates (it needs improvements, but was sufficient for now)
  • Lt's buffed
  • All weapons have had crit damage reduced by 20%
  • Humvees now take proper damage from blowup guy
  • All Humvee gas consumption numbers lowered
  • Fixed infected spawning in and getting stuck
  • Adjusted Pivots to 3 way road intersections, for better implementation into Road spline tool.
  • Honey Bager is back BABY!!! & GC32 (Operator)
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]

Patch - 1.2.4.1 Preview (Experimental branch)

[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]
  • Updated Humvee to be available from the Motor Pool
  • Added a quick weather-anim fix for the Humvee when it switches meshes due to weapon swap
  • Improved safeties for calling-in units to (hopefully greatly) reduce the chances of units landing on rooftops
  • Fixed a major bug that caused civilians evacuating from one zone to another to get 'cleared' by a new update loop check
  • Improved 'evacuate between zones' logic to properly use Mobs (instead of sending groups of 10 at a time, which takes forever). Greatly increases evacuation-between-zones rate
  • Added speculative fix that (should) resolve vehicles sometimes getting 'stuck' at incredibly low speeds
  • Fixed a population count issue with 'Transfer Between Zones' civvie evacuation 'missing out' on civvies that are currently virtual (resulting in potentially severe population 'mismatch' over time)
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]

Patch - 1.2.4 Preview (Experimental branch)

[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]
  • Updated Humvee to have a fifth seat 'in the back' when in open-hooded mode
  • Also now uses the fourth seat when hooded
  • Updated firing arcs for units in Open Humvee to be able to shoot 360 degrees (their animations don't turn +/-180 anymore, though, so it looks a bit odd)
  • Fixed up Hooded Humvee allowing units inside to get hit
  • Updated InfectionZone's Condemned Unit Moving to use Mob Units
  • Fixed SpawnNodes
  • also* saving civilians who are currently under a Virtual Unit Mover's move orders (resulting in civilians duplicating as you save/load)
  • Fixed InfectionZone calculation of Civilian Population to try to better avoid 'double-counting' units (since Unit Mover units register with a Node, they now no longer count as 'pop' from the node
  • and* the unit mover)
  • Fixed buildings failing to properly tally Mobs when they enter
  • Fixed some World Buildings in the master having duplicate Devnames (Building 'D09' was used on multiple islands, and due to being in different levels, it sometimes shared Outliner names, resulting in issues when saving/loading)
  • Quick fix to nav in the master (commit from Derek on Build Machine)
  • Committing a save that (unreliably) has a Humvee that starts the save with the 'slowdown' issue. Not sure how to reliably reproduce, but this is the closest I got so far. We are still looking into this issue
  • Fixed Vehicle wheel steering getting stuck, and switched to a cleaner and more optimized node setup for it.
  • Reduced Atlas Ammo radius visualization area to 0 opacity (now outline only).
  • Converted Infected so they don't have shadows beyond LOD 1
  • North San Francisco progress
  • Set up an extra seat in the Open Hooded variant of the Humvee (adjusted existing 'fifth' seat by scooting it over, then copied it and mirrored. Updated garrison capacity and updated the GarrisonSeatConfigs for Open/Default)
  • Updated Chelsey to enter 'flee mode' after completing a Death Regen, if she's not near her territory
  • And on entering Death Regen (unless from a loaded game) her health will default to 1 instead of whatever value it was when she was hit with enough force to put her into Death Regen
  • Switched Gas tower to Nanite to improve performance
  • Fixed civilian mobs spawning with guns (resulting in some visual weirdness)
  • Updated 'mob units' to have additional health (MaxHealth added on for every extra body)
  • Said mob units will 'lose' bodies when their health drops below certain thresholds
  • A bit of modularity added to killing units to support this, too, so if the player kills mobs (w/o finishing the 'source') some of the data is handled properly (likely needs more tweaks!)
  • Mob unit 'deaths' use new ragdoll registry in the GameState to make sure their corpses don't stay around forever
  • Additionally, mob units can 'split off as infected units' instead of dying, if the civvies were infected
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]

Patch - 1.2.3 Preview (Experimental branch)

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

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Fix for world building icon emissive strength.
  • Updated landscape materials, added scattered Trash objects to Asphalt layer.
  • Added new HLOD base material with a Weather function, to fix pop-in of 'always-dry' HLODs during Rain. Assigned as Override on HLOD BP's.
  • Turned off Shadows on various road splines on Angel Island.
  • Updated Road Master Material to use the Landscape Asphalt material function for roads, to match landscape (world tiling).
  • Started breaking up the Infection Zone's 'EvacuatingCivvies' array responsibility amongst Evac Points
    With some new 'evac point unassigned' assistance to make sure civvies properly decouple from arrays if a helipad is destroyed or turned off from Evac Mode, for example
  • Updated the World Building management widget to disable the 'order buttons' and display 'Evacuating' when it's currently the auto-evac target
  • AI coastline nav blocker Clean-up
  • Fixed Chelsey/LTs not using move proxy system for roam movement (should resolve somewhat-common issues w/ LTs or Chelsey getting confused if ordered to move to another landmass)
  • Added some logic to Infected AI to reduce the likelihood of melee-only infected getting confused and trying to target the 'tower occupant' instead of just swinging at the tower
  • added new logic to Spitters to make them swing at a Guard Tower they're attacking when spit is on cooldown, by modularizing some of the melee attack logic in Infected AI
  • Fixed DDM4 not having an AimSource socket
  • Fixed the 'moving parts' of player walls not having their own collision preset (now uses PlayerGateWallPiece)
  • Added new collision Object Channel 'VirtualUnit' for use by the VirtualUnitMovers. Used this to make Infected Unit Movers not be able to 'phase through' player walls, in addition to the above new collision profile for the moving parts
  • Updated Asphalt materials.
  • Added more Trash scatter to landscape.
  • Polished up rough cliffside in Presidio.
  • tactical speed changed from 150 - 200
  • AR crit chance is 10%
  • SMG crit chance is 21%
  • Sniper crit chance is 45%
  • Lmgs Crit chance is 5%
  • Animation polish for hand placement.
  • lmg crit chance adjusted to 5%
  • More nav clean-up on Presidio
  • TI Cliff nav and coastline nav clean-up
  • Optimzation to player walls
  • Adjusted attackpoints for Sandbags, Barbed Wire, Dual Barbed Wire, Hesco, and Jersey walls to help resolve an issue where infected 'fail to see a wall' because the point they're looking for is a bit too low to the ground and the 'sight trace' hits the floor
  • Fixed up corruption on the Barbed Wire Wall
  • Fixed up an event in SandbagWall
  • Fixed up Barbed Wire hovertip
  • Fixed up corruption in the Short Hesco Wall
  • Fixed a load issue in Short Hesco Wall
  • Fixed corruption in Tall Hesco Wall
  • Fixed the MasterCharacter_AnimBlueprint not properly responding to infection conversion
  • Fixed Flamethrower not having an AimSource socket
  • Added logic to prevent Chelsey from being able to attack while in a Death Regen shell
  • Added a safety to make sure that Chelsey will always try to 'detach' from whatever she's attached to when she enters a Death Regen shell
  • Early Mob system added got it to a point where it can randomly select male/female, select a mesh, and do a little bit of 'placement finding' logic to try to minimize overlaps when adding additional units to the mob. Animates decently.
  • -UMP45 skeleton was missing AimSource socket: fixed
  • Fixed some 'late load' logic (was somehow messing up GroupPos value when LateLoading a unit)
  • Made Civilians, in RegisterMercerCivvie, stop using CrowdManagement beyond the 100th currently-registered (to stop them from 'blocking up' the player's ability to move, if a lot of civvies are active at once)
  • Improved civilian clearing logic to have an 'emergency' mode, for when a node has
  • way* too many civvies active at once (who aren't in unit movers/evac orders)
  • Improved loading of Civvies to better assign them to an Evac Point if they are loaded without Evac Point assignment, but want to evacuate
  • Added save/load to Mob Unit struct setup (via 'data struct' inside the outer layer which contains the savable data)
  • -Updated MobUnit setup to support the same depth stenciling updates that affect the main mesh
  • Updated Civilian Evac counter to respect mob unit amount
  • Updated simple garrison counter to respect mob unit amount (won't work 100% for all garrisons, but sufficient for Evac Choppers)
  • Updated Civilian death tracking to respect mob unit amount (both in SpawnNode and in PlayerController's 'killed civvies' tally)
  • Improved some loading issues with civvies on the player team not registering their death correctly
  • And some fixes to Evac Choppers allowing 'too many' units to try to board, resulting in a 'false board' that moves units around without actually garrisoning them
  • Improvements to MobUnit 'split off' logic to support splitting off multiple MobUnits into a single extra character (who inherits the other MobUnits instead of creating characters for each one)
  • Improvements to garrisoning to allow Evac Choppers to 'split off' units from Mobs to top themselves off
  • Also doubled the 'spawn amount' for civvies, to help pump out Auto-evac civvies even faster Result: Auto-evac helipad logic works pretty well! Some secondary features need testing, and mobs aren't yet applied to 'evac between buildings/zones' yet, though, so it's likely rough around the edges.
  • Adding Open-Top Humvee variant assets.
  • Turning off heli auto-evac (or losing all evac points in an area) now orders auto-evacuating civvies back into a building
  • turning auto-evac off also will more quickly propagate orders than turning it on
  • Got weapon switching working so it goes from Open-hooded to closed when equipped w/ CROWS
  • Updated it to take the Scout Car's place for now (saves w/ scout cars will still have access to them I think, but going forward Humvees will be available instead)
  • Adjusted Humvee seat offsets. Turned off Weather response.
  • Fix to a math issue with new 'GarrisonSlots' setup that broke degarrisoning if a unit exited a player vehicle
  • Updated melee attacks to be able to hit units in Garrisons who are set to be 'targetable' while in garrison
  • Updated Humvee (when open-hooded) to angle-lock the units inside (instead of letting them shoot 'behind' themselves - was
  • incredibly* powerful)
  • Fixed JLTV and Humvee, when Unarmed, failing to 'see' things
  • Further fixes to 'allow melee to hit garrisoned units in the Humvee when open hood' logic
  • m4 idle animation polish
  • m4 sprint polish
  • m2 crows balance pass v1
  • crows - 500, base dmg is 65 fall of starts at 3000cm with a crit chance of 5%
  • hk-53 animation tweaks
  • holosight added to the m4
  • Humvee carring capacity increased for all varients
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]
  • Some navigations issues around Treasure Island West
  • Humvee drivers can be killed to easily at times we are improving them for early next week

[/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]