1. Cepheus Protocol
  2. News

Cepheus Protocol News

Patch - 1.1.18.1

[h2]Last two Podcasts[/h2]
https://www.youtube.com/watch?v=_AfUgBfXTUg
https://www.youtube.com/watch?v=8DwKVi2vPUA

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Wall health T2 increased from 1600 - 2300
  • T3 increased from 2300 - 3000
  • Lighting changes to look less washed out
  • Aimoffset optimizations
  • Fixed visual bug that was causing the PawnPlayerCamera to override the level post process and cause characters to look bad
  • Sparrow speed and acc - increased
  • Charon speed and acc - increased
  • Shawnee speed and acc - increased
  • Merlin speed and acc - decreased
  • Added seasonal options so some users can turn off the Halloween effects
  • Optimizations to Animation System
  • Updated Engineer construction order handling to better handle Engineers 'breaking off' of an order (instead of 'sticking them' to the order and re-ordering them back even if you moved them away)
  • Updated HESCO barriers, sandbags, barbed wire, and other decorations, to not 'clear' their construction points on overlap w/ another structure
  • Fixed an issue with loading a game with units that were in construction orders
  • Various Crash fixes added
  • Speculative fix to crash report https://discord.com/channels/469412014427602944/1034559642291941547/1034559642291941547
  • Added physics asset to the Medic so that he'll fall over on death
  • Added 'ShadowUpdateInterval' logic to the NightDay BP to offset the major FPS cost that occurs when updating the 'ShadowAmount' of either the Sunlight or the Moonlight every frame (during periods ingame of roughly 6:00 to 7:00 and 17:30 to 18:30)
  • Quick fix to Command Widget to fix Fire into Air disappearing if you use another ability w/ only one unit selected
  • Minor optimizations to gas Tower VFX
  • Fixes to Horde map 01 spawning issues
  • Fixes to Horde map 02 Navigation issues for AI
  • Fixed Game thread flush error that was causing spikes on some hardwware
  • Medic Cross Texture adjusted
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]

Scream Fest Patch now out! - 1.1.18


This Haloween(Scream Fest) we have special treat for our fans as this is the first time we will be doing a "live event". Ingame you'll notice tons of Haloween themed changes that will run till October 31st.


[h3]Whats in this patch.[/h3]
We have bundled serveral patches into this update that we have been testing for last 2 months on expermential. We thank our community as always for helping us improve the game through their feedback.

[h3]For those that haven't finished your play session on the older version of 1.1.17.7 you can opt into the older build to finsih your games from the beta tab by right clicking the game in your library. [/h3]

Older saves will not work with this version. As we have revamped and cleaned up a lot of older systems

https://steamcommunity.com/games/979640/announcements/detail/3346757662575298735
https://steamcommunity.com/games/979640/announcements/detail/3266821940198167472
https://steamcommunity.com/games/979640/announcements/detail/3266821940201457769
https://steamcommunity.com/games/979640/announcements/detail/3284836971978621668
https://steamcommunity.com/games/979640/announcements/detail/3309607313833923590
https://steamcommunity.com/games/979640/announcements/detail/3309607313837536941
https://steamcommunity.com/games/979640/announcements/detail/3556180117868804162
https://steamcommunity.com/games/979640/announcements/detail/3556180117879456516

Patch - 1.1.17.6 [ New Early Game Experimental only]

[h2]Last two Podcasts[/h2]
https://www.youtube.com/watch?v=_AfUgBfXTUg
https://www.youtube.com/watch?v=8DwKVi2vPUA

We plan to conclude testing for the expemential branch next week on Monday and push all the recent changes to the normal branch then.

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Night Vision binding display issue for SteamDeck resolved
  • New Winters mesh added
  • Fixed attenuation issues with Music Speakers
  • Updated Medic Healing animeations
  • Adjusted the Spread for various weapons to make them more efficent
  • Further reliability improvements to Grenade throwing
  • Fixed up the Guard Tower's 'weapon market' not disappearing if the tower dies while it was selected
  • Fixed some loading issues with 'repair points' spawning around undamaged loaded actors erroneously
  • fix to make sure damaged buildings properly spawn repair points when loaded, too
  • Bounty (Dossier Widget) popup improved slightly
  • Fixed an issue where Buildings would spawn more than one 'rally spline'
  • Adjusted parachuting logic to better differentiate between operator and not
  • Operators who parachute while not being directly controlled should now match the speed of other parachuting units
  • Fixed walls that are in 'rubble mode' not properly disabling their player navblock
  • Updated 'attack order' voice response to hopefully be more reliable
  • Added improvement to threat calculation logic to prevent redundant check if we're processing when no enemy has been acquired
  • Intensified the 'level of priority' units will give towards right-clicked attack targets
  • When SetTarget runs on an enemy, the character will put them to the 'top' of their current SeenList, to reduce LOS traces when comparing threat costs Result: Right Click targeting much improved. Still not perfect, but should be better.
  • Quick fix to the 'safety sphere' appearing around Cerberus 105mm targets
  • Added speculative fix for DIV_0 crash for ammo restoration
  • Adding Halloween on-death effects for infected.
  • Adding pumpkin heads for infected (at night).
  • Improved pumpkinhead spawning logic for Juggernauts+regular infected to be slightly more safe, and to respect FOW
  • Added safeties to (hopefully) prevent crash from null DamageTypeClass in a damage event
  • Added safety to hopefully prevent fire damage 'weirdness' from running on a no-longer-valid structure to the point of causing a crash (in response to https://discord.com/channels/469412014427602944/1031237639627624548/1031407868886405162 )
  • Fixed Juggernauts 'duplicating' when saving/loading
  • Briges when destroyed should properly kill Juggernauts that are caught in the destruction and fall into the water
  • Destroyed Bridges destory DNA drops if on the destroyed segement
  • seasonal art added
  • Updated ASSAULT virtual unit movers to spawn their units if no player units are nearby, and they get stuck (which is most likely to occur if a wall is blocking their passage)
  • updated the devirtualization from Unit Movers to respect the Human nav filter, so infected can no longer spawn 'off of' a unit mover that's near a player wall and end up on the other side of said wall
  • Fixed SMAW mesh not having a laser sight socket
  • Fixed Turrets spawning as 'Ammoless' (i.e. never running out of ammo) (this likely won't fix saves that already saved them with this feature on, however)
  • Added safety to prevent units from getting stuck in 'PlayingPositionAnim' mode if they fail to play a rotation animation (due to mismatching skeleton)
  • Copied over montages from XBren to SPAS12 (since SPAS12 was using old rig animations, thus is why units with SPAS12 often got 'stuck' being unable to turn)
  • Adding Pumpkin headshot effect
  • Updated the Winter-spawning logic to better deal with 'duplicate' cases by also clearing their weapon (should help deal with some situations, such as Horde Mode, where a Winter duplicate may end up leaving behind a floating gun)
  • Updated Grenades to have options to ignore Allies, Enemies, corpses, and/or Main Target while in motion
  • SMAW Drastically reduced spread
  • SMAW rocket will now hit its main target while in motion (still ignore allies and other enemies, and now ignores corpses too)
  • SMAW rocket now has a new collision type to make it more reliable in the world (such as being able to go through static fences already in the world that have the SeeThruBlockAll collision type)
  • Explosives in general will now also always ignore the actor throwing/launching them, while in motion
  • if said actor is in a Garrison, that GarrisonActor will also be ignored (this doesn't mean the explosion itself cannot dam
  • Updated a truck's simple collision to make it easier to 'shoot around it' (for more reliable SMAW shots, etc.)
  • Improved safety for crash: https://discord.com/channels/469412014427602944/1032155687725318207/1032155687725318207
  • Made 'Right click to set target' logic skip over units who fail the CanDamage check (i.e. if you have units who
  • can* damage something and units who cannot - example, some units with guns, others with flamethrowers, and your target is an Infected Wall - only the units who
  • can* damage target will accept the right-click to attack order)
  • Improved doctrine popup padding to make close button+borders look nicer
  • Quick commit of a door update for Efrain for customizing door auto-open box location and extents
  • Improvement to devirtualization to catch some 'devirtualization' cases that were not correctly adjusting the spawn height based on unit capsule size ('pure' virtuals didn't get the safeties that 'regular' virtuals did, which may be the reason why some reports of 'infected stuck in ground' have been popping up)
  • Updated Male Sniper to use Assault's 'right click on target' voiceline for now, instead of playing Assault 'out of ammo' line (there's currently no Male Sniper 'Right click on target' voiceline to use, so subbing in the Assault's for now)
  • Fixed up the old Command Post Truck ammo+med truck buttons (for the factions beta)
  • Fixed up Police Shotgunner to only reference SPAS-12 via soft-ref
  • Also made melee attacks always try to 'hit' our attach target, if we're attached to something, so Chelsey/LT should no longer be able to 'attach to a helicopter' then fail to hit it
  • Intensified accuracy penalties when in a moving vehicle:
  • Initial layer of accuracy penalty now starts when the vehicle is moving at least 150uu horizontally (down from 200uu), and applies a 50% penalty (instead of 30%)
  • Higher tier penalty (From above 800uu) still 60%, and aerial penalty same as before too
  • Added new 'construction interaction points' to the CERC Building and Barracks to make units less likely to 'ignore' them in favor of constructing everything else first. Ex: Units were getting construction points close enough to these buildings that the path thought it had to go through an 'obstacle,' making the pathfinding assume the path to the barracks/CERC building was really far, and thus less desirable to build first. Should be mostly resolved now for these buildings
  • Updated BuildingSkeletal to be able to debug construction interaction points properly
  • Added 'double-click selection' support: Double-clicking on a unit will now select all other units of the same class that are currently onscreen (i.e. double clicking an assault will select all onscreen assaults)
  • Fixed Horde map 1&2 nav bugs and added extra entry points for horde map 2 infected to increase difficulty.
  • Updated walls that are under construction to no longer block infected units (or Operators) They also no longer will be seen by infected until construction is complete. Made sure they still block other construction checks, though, with the above updates!
  • Walls that are under construction now should save/load, and no longer 'instant-complete' if you save/load before they're done building
  • Improved save/load logic of units to enable units who are building things to remember that they were constructing things (They don't yet remember the exact actor they were building, but they remember the order as a whole and will resume on the point nearest to them after the load)
  • Further improved save/load of construction orders. Should better prioritize the construction order that units were originally moving towards. More of the references are centralized to the Manager rather relying as much on copied values, making this more robust and safe
  • CERC Units will now target enemies based on distance Under 1000 UU will target the head and
    above 1000 UU will target Spine_03
  • Improved unit turning sync with aim node
  • Updated Chelsey start zones to allow her to start in Presidio (instead of only starting on Treasure Island)
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]

Patch - 1.1.17.5 [ New Early Game Experimental only]

[h2]Last two Podcasts[/h2]
https://www.youtube.com/watch?v=_AfUgBfXTUg
https://www.youtube.com/watch?v=8DwKVi2vPUA


We are trying to ship 1-2 more patches on expermential before we merge it into the normal build on steam.

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Fixed ammo, population, and medical tents (subbuildings from the Capture Truck/Command Tent) not being repairable by Engineers
  • Fixed 'weapon switch' logic to not disable the weapon switch button if the other weapon has no ammo in its current mag (instead, the ammo check 'blocking switching' will fail if the other weapon has
  • no ammo whatsoever*, not just 'no ammo in current mag').
  • Fixed some logic issues with Weapon DecSpread() infinitely lowering spread in some cases (infinite timer loops)
  • Fixed the Restrictor having the CERC shop assigned to it
  • Added a new 'DefaultGarrisonOnly' setting for the UnitUIComponent that should hopefully fix the civilian subbuildings and civilian evac chopper sometimes having a default 'Adrian Winter' health display
  • Fixed up some UI button update calls from C++ to properly reference the correct slot on the Command Window after the Switch Weapons button was added
  • And added similar update for Switch Weapons, so it should 'turn on' if you have a unit who cannot switch weapons (due to other weapon being out of ammo) who then gains ammo for their other weapon while still selected
  • Added speculative fixes for Juggernaut wallbuster move crash
  • Improved hotkey display for Night Vision and Operators Menu buttons to have more room, a max width, and some 'wrap space' for really long hotkey names
  • Updated grenade and 'large' explosion effects.
  • Switched mortar muzzle FX.
  • Movement between Presidio and TI South should now be a bit more reliable, and Assaults should be more accurate in producing Unit Movers that are able to reach their goals
  • Fix for the 'Deploy' popup occurring (it no longer serves a purpose)
  • Adding MPAT explosion effect for Cerberus cannon and SMAW
  • Fixed SMAW time between shots (now 6s)
  • Enabled 'Affects translucent Lighting' on Directional lights to support particle shadows.
  • Infected hp 235 - 300
  • Blowup guy 100-235
  • hx53 - 750 - 650 rpm
  • Fixed up Vehicles to use more regular 'SetTarget' logic, now that they wield weapons directly (should resolve targeting issues when right-clicking to set target)
  • Fixed custom game difficulty command tent zone value upgrade pricing issue (was causing custom games to have really expensive zone value upgrades)
  • Fixed the Bridge Build Zones being in the Zone Manager in the Open World Master (again)
  • Improved 'right click to target' logic to better assess the distance to enemy buildings (so units with shorter ranges, like flamethrower units, won't think they're 'too far away' simply because of the building's width)
  • Updated weapon range updates to not 'reduce' or 'increase' weapon range based on unit's sight modifiers (such as from gas towers)
  • Fixed a major issue where units given run/walk orders could sometimes get 'stuck' being unable to move+shoot while walking until something else 'jolted' their rotation logic back to normal
    (this resolves some issues w/ the Position's "Run" status mismatching its Unit's status, causing units to 'get stuck' in a run state if you order them to run, then order them to walk before their move is complete)
  • Fixed the Operator having a halved walk speed (was breaking formation move orders at Walk speed that included the Operator, causing all units to move at halved speed too)
  • Fixed civilians in a Group remaining in said Group if they leave the player team (due to entering a holding area, cell, etc.)
  • Speaker UI updated - Next and Previous not working yet.
  • Loop, Sequence and Randomize are working again.
  • Units ignore 'crowd movement dodging' when in formation movement, in order to avoid getting 'stuck' in walls
  • Units, in formation movement, will now perform up to two extra queries to make sure their target position is valid (to avoid trying to get 'stuck' in walls)
  • final non infected civs added
  • Infected sprint speed upped to 620 from 550
  • blowup guy sprint speed upped from 750 to 800
  • better infected dmg res to all firearms
  • pop tent cost increased from $1000 to $3300
  • price adjustments to riot shields
  • assault price lowered from 700 to 620
  • Grenade Throwing improved for all units
  • Updated the Tower to not 'clear' any construction points that are overlapping other structures (since it can overlap 'more often' than other wall types, and we want any point that's close enough to be used in scenarios where wall angle is extremely acute)
  • Updated HaltMovement() for vehicles to also override focal point to face forward (so 'rotation' won't occur when they stop moving in combat)
  • Added crashfix for AnimInstance being missing when firing guns in rare cases (caused reproducible crash in a save, no longer seems to occur)
  • Fixed an error with a Fire particle not being properly referenced on vehicle destruction
  • Resolved a major issue with the new construction setup that could 'break' the ability to construct things that are near buildings (such as barracks) w/ overlap spheres
  • Fix added to prevent the 'units in training' popup from appearing when you have a building selected which has no units to purchase
  • Improved stuckfix for engineers in construction
  • Improved Engineer 'stuck fixes' considerably - Engineer seems much more reliable now even with weird construction orders
  • Further improvements to Engineer construction 'stuck fixes'
  • Improved Engineer construction safeties
  • Fixed up some 'popup widgets' being inside the top-right scalebox on the HUD, causing weird scaling issues
  • Also halved their fontsize in accordance with the DPI scaling update
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]

Patch - 1.1.17.4 [ New Early Game Experimental only]

[h2]Last two Podcasts[/h2]
https://www.youtube.com/watch?v=_AfUgBfXTUg
https://www.youtube.com/watch?v=8DwKVi2vPUA

AMD FSR 2.1 has been added https://youtu.be/JUQ8j-bpQ1Q

We are trying to ship 2-3 more patches on expermential before we merge it into the normal build on steam.

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Secondary Pistol removed from Engineer while we fix his animations
  • Medic cost reduced
  • Infected Attacking Party aggressiveness
  • *greatly enhanced** they will consistently try to kill you after the 5 minute mark. Good luck
  • Medic F2000 price reduced
  • Player Structure take damage crash fixed
  • VFX quality pass on all explosions to convert to Niargra
  • Fixed up an issue with Infected not being able to target the Command Tent
  • Fixed an issue with over-production of Reinforce units for Infected
  • Hover tip clipping hopefully fixed
  • Crawl animation hicup fix
  • Blood VFX was improved
  • Infected will now accurately seek out structures within a zone with their attack parties.
  • Updated Leviathan and Juggernaut incubation timers to function off of Game Time days (instead of visual days)
  • Added logic to make Juggernaut tokens be used by the new Assault system (after Game Time Day 1, which is ingame visual day 2 on regular timescale).
  • Adjusted it so Attacking Infected will ramp up their attacks by day
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]
  • Units sometimes seem to ignore units behind them unless you manually face in their direction.

[/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]