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Cepheus Protocol News

Patch - 1.1.17.3 [ 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


Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Adding cannon Cerberus MovePreview mesh
  • Improved soldier preview mesh setup (for move previews) to be more bulletproof while properly respecting the preview materials that can be set inside a Unit's preview data
  • Improved Weapons to have a 'PreviewStaticMeshOverride' and a 'MovePreviewMaterialsOverride'
  • fixes up the issue with vehicles in the Weapon Market not displaying their class icon correctly
  • Fixed up some other 'default setting fallbacks' when switching weapons on vehicles
  • Fixed up the 'static' move preview meshes casting shadows
  • News Ticker section added plus message log system
  • Infected will now send out attack parties to attack CERC bases consistently after the 5 minute mark once they've established themselves(Wil build bigger parties depending on their resources)
  • Spine Thrower pod spawning chance has been increased by 50%
  • Adjustments to LT and Chelsey's Lairs to have floral growth and other objects to make it obvious its their home
  • Adjustments to Chelsey to make her stay close to her "Hive" and protect it. If attacked early game and "Killed" she will go into a cocoon and heal her health (giving you time to retreat/move a base). Every time you "kill" her she will gain more resistance towards damage in general and how quickly she fully heals will be increased. Making it harder to cause it again for those that want to camp her. Once Shreader rounds are unlocked this ability will disable.
  • Operator management window added, to posses a pawn now select him and possess him from this window
  • Secondary weapons added to Assault,Heavy.Medic and Spec Ops. More classes will get this in the future
  • Fixed a bug with notifications that do not have any Location assigned being invisible
  • Air patrols revised to say dialogue based on ROE settings towards civilians
  • Air patrol paths adjusted to stop clipping and make them fly for longer periods of time
  • Added standard infected crawlers
  • Updated Cerberus Cannon and SMAW Niagara FX
  • Fake news added to news ticker
  • Added a mute news notication feature
  • Adding Niagara grenade explosion.
  • P220 Secondary weapon added
  • jugg health changed from 12000 to 16000
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 - 1.1.17.2 [ New Early Game Experimental only]

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

New Early Game Post Mortem

I will be having a community "post Mortem" open discussion Today (Thursday) at 4 PM PST. Do give this update a try so we can gather your feedback adjust as needed and move officially in 1.2 for civilian management/dynamic civilian groups.
https://discord.gg/huYydJQh?event=1025162791432224809

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


Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Fixed a crash with weapon swapping, from Dimitry's intel
  • Replacing old BMG turret with finalized CROWS II turret.
  • Collision edits to various Billboards so you can properly walk under them
  • Tracked down an issue with saving/loading unlocked units from doctrines and other sources (saves before this likely will be broken)
  • Fixed an issue with save/load of call-in locations (i.e. if you call in an actor, and save while the 'drop location indicator' is still there, it should now work)
  • Fix several issues with the saving of pods and infected walls 'failing' to record regular structure data if under construction
  • Added error checks for spotting similar issues that broke the call in locations/doctrine save/load (doesn't seem like they tripped so far, so the errors were hopefully just limited to those guys)
  • Fixed up the Motor Pool not healing helicopters
  • Increased HUD's "Notifications" font size (and popup box) size by 50%
  • Boosted likelihood of spine turrets spawning by quite a bit (45% to 80% per 30 seconds per zone, still with that 5% extra chance per pod in said zone)
  • Increased Infected Wall spawn range by 250% (800 to 2000)
  • Boosted the odds for Spine Turret spawning by a lot (100% chance per 10-15 seconds in zone, +35% chance per pod, with new logic that percentages over 100 turn into additional 'rolls' that run - ex: 135% means 1 roll for a spine turret, and 35% chance for a second roll)
  • Juggernauts incubate 2x as quickly (min+maximum build times reduced by half, to 270-390 seconds from 540-780)
  • Juggernaut max tokens doubled (to 10)
  • Doubled the PodConstructionRequests that a SpawnNode can make (from 2 to 4), to help pods spread more quickly in the early game
  • Changed LTs to spawn more quickly and have less cooldown between being spawned (values set in difficulty setups in GameInstance)
  • Rebuilt proxy collision+nav in the master
  • Minor change to 'SetHealth' to probably make it the slightest bit more performant
  • Updated the InfectedWall DamageResist to ignore ArmorPiercing damage as well (this prevents Shotgun-equipped units from trying to shoot infected walls)
  • And hooked up the 'workaround minimap POI fix' in the Open World Master to also run after loading a save, to fix the minimap points all turning 'blue' when saves are loaded
  • Added more safeties to hopefully, and finally, stop the 'crash from helicopter dying in air' issue
  • Base infected hp - 175 to 235
  • Blow up guy hp 100 to 150
  • Infected Walls Time to kill adjusted for various weapons
  • Fixed some floating assets in the level.
  • better sound cues for explosions
  • better sound cues for the m249 and scar & m4.
  • Jav animations added
  • Horde map spawning tables adjusted /
  • AMD FSR 2.1 added https://youtu.be/JUQ8j-bpQ1Q
  • Better sound cues for the xbren
  • updated runtime audio plugin
  • Horde map kills no longer give money and only income comes from surviving a wave
  • Fixed up some visual issues w/ the ammo display on the Unit's overhead widget
  • No longer will display "0/600" if completely out of ammo
  • No longer will flash the ammo image orange temporarily if highlighting the widget freshly when out of ammo
  • Just messed around with sound settings a bit to make a BasicNewsReportNotify sound, and applied it to the news popup
  • Updated Juggernaut damage resist to no longer be immune to weaker weapons (units wouldn't even shoot at the Juggernaut due to this!)
  • Fixed up the Juggernaut's charge attack (and some of his melee attacks) to no longer overlap the 'wrong channels'
  • Fixed up the Juggernaut's "wallbuster charge" attack to properly process non-wall structures he hits (such as Guard Towers) This also seems to have fixed his 'bonked against something that survived' response, so that he stops in place while recovering instead of sliding around while recoiling
  • Updated the Guard Tower to 'attach' the TowerGuard it garrisons (said guard can still rotate, but he is attached so that attacks from the Juggernaut cannot 'knock him out of the tower' while he's still alive)
  • Updated Garrisons to have a new value 'bAllowTargetGarrisonedUnits', which lets things outside the garrison attack the garrisoned unit
  • Updated Garrisoned unit 'death' logic to degarrison without changing position (so Tower Guards, if they die separate from the tower, will not 'warp to the tower bottom' before falling over)
  • Added a new 'ShootThroughCharacterMesh' collision profile for Guard Towers, to stop LTs from failing to be able to shoot at the Tower Guards
    Result: LTs can attack Tower Guards now!
  • Juggernaut Damage Resist changes per Michael's feedback
  • Juggernaut damage resist changes per Michael's feedback
  • Updated Guard Tower setup to spawn a warning widget if its occupant is dead
  • And updated Structure 'mouse hover text' logic to support custom context-sensitive text, so the mouse hover text for the Tower will include (MISSING OCCUPANT) if hovered while no occupant is inside
  • Fixed an issue where the Hold Fire icon would 'disappear' even if the unit was still holding fire
  • Fixed a similar issue with the 'reserve ammo' display being 'grayed out' even if the rest of the ammo test is white
  • Fixed up the evac chopper having weird 'unit widgets that say Adrian Winter' appearing on them
  • Improved a few aspects of the Team Safety for the SMAW (not related to its actual game effects, but safety in case explosion type is null, and improvement to faction setting)
  • Disabled an optimization for the unit overhead widget that was messing up the health/gas/infection bar display too much to be reliable
  • Set up the Atlas (both Supply and Fuel variants) to be able to refuel helicopters
  • Fixed an issue with some navblocks on the Gates being visible in cooked builds
  • Chelsey No longer enters 'bored mode' from fighting non-CERC (since the purpose of Bored Mode is to give you a break from her, not give AI a break from her)
  • Stuckwarp check will start a wander behavior if not bored and not in combat, instead of warping (to reduce the amount of warps that occur)
  • Stuckwarp will check nav, instead of just placing Chelsey at an arbitrary point in front of her (which, on a hill, might result in clipping into the ground)
  • Most notification types now include a location (such as Juggernaut spotted, unit died, zone captured, news reports, etc.)
  • Improved safeties for Operator toggling to prevent reported crash (and maybe some other potential crashes)
  • Fixed the Ammo Tent not having a 'construction hologram' after being set down
  • Removed invalidation boxes on Operator 'group member' windows, was causing some issues
  • Fixed Operator 'group member' windows having their 'unit level' indicator offset from the circle
  • Fixed the Unit Cards not properly updating their ammo status (group windows at the top left weren't updating their low ammo indicators)
  • Improved camera lerp logic to have a failsafe, so it should be far more reliable (and not end up in circumstances where it 'breaks' and prevents camera movement)
  • Fixed loaded civilians on player team not having minimap icons
  • Updated civilian minimap POI to have a dark teal color when not on the player team
  • Added some safeties to better make sure civilians don't 'lose the ability to move' if on the player team, but not in camera view
  • Fixed Operator-mode 'unit cards' disappearing if the unit they belong to takes damage
  • Improved formation following logic: If one unit in the formation command is running, all units will be ordered to run
  • When following the Operator, units will run if he's running, and stop running if he stops running (i.e. they'll be able to shoot if you're not holding down the run button)
  • Fixed starting weapon. and shader issue with Assault
  • Scanner splash art added
  • Added some basic floral to infected hives so they are easier to tell apart
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]
  • Assaults do a weird anim when firing a flare

[/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 - 1.1.17.1 [ New Early Game Experimental only]

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

New Early Game Post Mortem

I will be having a community "post Mortem" open discussion on Monday at 4 PM PST. Do give this update a try so we can gather your feedback adjust as needed and move officially in 1.2 for civilian management/dynamic civilian groups.
https://discord.gg/huYydJQh?event=1023025565298589726

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Added speculative crash fixes to https://discord.com/channels/469412014427602944/1023146701256671282
  • Added speculative crash fixes to https://discord.com/channels/469412014427602944/1023136275458437171 (related to Juggernaut wallbuster attack as well as Structure TakeDamage)
  • Removed the ability for an infected's killing strike on a CERC unit to instantly turn the CERC (instead, merely will kill)
  • Updated ammo refill logic for 'adding extra reserve ammo if current mag is not full' to properly update the UI
  • Also updated one of the "CanRefillAmmo" checks to make it optional whether or not the check requires the unit(s) to be selected
  • Adjusted 'pod trace' logic in the Chelsey System
    =InfectionConstructionInfo now contains a 'grace area' for construction, so the 'grace area' for pod traces can be set by the actual actor we're building
    ==For Pods/Towers, 200x200
    ==For Spine Turrets, 20x20
    ==For Walls, 0x0
  • Updated 'halfsize' calculation in the PodTrace to account for the relative rotation of the mesh on the actor, so the extent trace should now accurately portray the constructed mesh's dimensions when trying to set it down (should help with 'floating wall' issues)
    Result: 'Floating walls' should happen much less often now, and walls and spine turrets can now appear in more cramped areas
  • Added a saved/load value to the PC 'bBroadcastedChelseyShredderResistance', and a setting to the GameInstance 'bChelseyCombatWarningEnabled'
  • The in-game warning about 'Chelsey healing faster' now only pops up once, saved/loaded by the PC bool above, and won't pop up at all if the Game Instance has it disabled
  • Added the 'ChelseyCombatWarningEnabled' bool in the GameInstance to a 'BasicOptionsInfo' struct
  • And updated the GameOptions Widget to support toggling this value
  • Fixed some incorrectly unhooked delegates in the UnitUIComponent that caused units to not properly show their UI when exiting a vehicle, or cause them to fail to hide it for performance when not rendered
  • Fixed the old anim rig referencing the removed function 'BPGetCurrentWeapon' (replaced it with GetCurrentWeapon) This fixes an error with civvies and Chelsey walking around as if they're carrying a gun
  • Updated SoundPOIs to support color tinting. Used this to add a SPOI to the News Reports in the early game (doesn't show you where Chelsey is, just the zone where it took place)
  • Updated the Anarchist and Police units to:
  • Have basic minimap icons w/ faction colors
  • No longer have interaction widgets
  • Updated the 'Factions' option on the Pandemic New Game screen to no longer say 'Open World Only' (since that's the only map it can be for, anyway)
  • Fixed hovertip issues with several Custom Game difficulty settings
  • And removed some of the options that were deprecated
  • Added speculative crash fixes to some Take Damage calls
  • And to several other non-related-to-the-crash calls, as well, just in case
  • Updated hovertips for Helipad and Motor Pool
  • Restored Motor Pool's ability to restore gas
  • Restored Motor Pool's ability to affect helicopters (so it can repair, rearm, and refuel helicopters again)
  • Added multi-weapon refill support to ammobox logic
  • Updated Ammo Runner logic to also support multiple-weapon refilling
  • Updated Operator death to 'scoot camera back out to RTS mode'
  • And added backup safety in case of Operator destruction to do similar
  • And updated some call-in related logic to try to update the Operator button, too, to try to reduce the number of situations where the Operator call-in button may not reappear correctly
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]
  • Assaults do a weird anim when firing a flare

[/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! ːWinterSmileː Link here
[expand]

[/expand]

Patch - 1.1.17 [ New Early Game Experimental only]

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

[h2] Start a new save if you wish to partake in this test [/h2]


New Early Game Post Mortem

I will be having a community "post Mortem" open discussion on Monday at 4 PM PST. Do give this update a try so we can gather your feedback adjust as needed and move officially in 1.2 for civilian management/dynamic civilian groups.
https://discord.gg/huYydJQh?event=1023025565298589726

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • New Early Game is now in see https://steamcommunity.com/app/979640/discussions/0/3192494671075106022/
  • Further improvements to Dynamic UI Scaling
  • Infected can now dynamically build "walls" to better defend their zones
  • Infection walls can only be destoryed by explosion weapons/flamethrowers
  • Infected now dynamically build Gas towers/Infection Pods/Hives and Defense Pods(Spinethrowers)
  • Fixed moving in place for characters+ optimized AnimBPs
  • Minor Exhaust particle system optimization for Helicopters
  • Various UI Memory/CPU Optimizations
  • Fixed New Game bug where you would only start with Winters
  • Updated threat gain against enemies not in weapon range (either due to being beyond max range, or being too close due to explosive safety) to add threat at 10% regular rate (down from 20%), to hopefully make explosive weapons feel more responsive while avoiding invalid targets
  • Improved explosive safety slightly to also do a secondary 'safety check' if our LOS to our current target is blocked by another valid target
  • Fixed the Motor Pool erroneously showing weapon market on helicopters
  • Updated 'starting population' option in custom game settings to no longer show decimal
  • Updated most units to no longer continue adding 'threat' to enemy Structures (that aren't turrets) if the threat is beyond 500
  • You can still right-click to target a structure to add threat, though, if you really want to get that pod killed Result: Units should be less likely to 'lock on' to pods and stop defending themselves (unless you right click the pod)
  • Updated the unit overhead widget to stay 'hovered' for one second longer if you hover over the unit while they're near a weapon market (to make it easier to click the weapon market button)
  • Improved initialization order for driver/pilot spawning for vehicles, so the rare circumstances where vehicles spawn without pilots/drivers should no longer occur
  • GlobalIlluminationQuality off by default
  • loading screen adjustments
  • WIP new muzzle flash / tracer combo emitter.
  • ShouldFireGun adjustments to allow them to keep shooting even if a corpse is in the way
  • Some updates to weapon and threat handling (in relation to 'ShouldFireGun()') to try to prevent weirdness with units 'dropping threat' on targets and switching to other targets even though target acquisition was valid
  • Also upped the ACR's perfect (500->2500) and medium(1000->3500) accuracy ranges
  • Added a crash fix for https://discord.com/channels/469412014427602944/986144869590368256/1013003335613292544
  • Fixed nav errors on hordemap 2 and turned off a lot of dynamic shadows to help performance
  • Fix invulnerable units on Horde 01
  • Progress commit on getting minimap online (should stop most crashing/BP errors, though need to hook up more of the images)
  • fixed weapon not attaching on characters
  • Fixed boss healthbar logic
  • Fixed Civilian interaction widget color
  • Fixed Civilian minimap POI color based on whether or not they're under player control
  • weather effects added to heavy and spec ops, hordemap3 progress.
  • New Reports are sent to the player notication screen to give hints of where Chelsey is setting up her base early game.
  • Added 'signout' logic to the News Reports - once Chelsey builds her hive, the player will get a message that news stations are signing out
  • Raised the chance that hive-less Chelsey will wander between zones (if not already moving to new zone, 90% chance to go to another zone every 30 sec)
  • Added more 'news reports' formats for the early game news reports
  • Shawnee has Rockets now
  • Added 'corner trace' logic for infection gas tower construction, to prevent towers from being built 'on the edge of maps' or things like that
  • New Medic Mesh added
  • New Assault mesh added
  • Fixed player unit minimap icons not flashing when the unit takes damage
  • Added a fix to weapon ammo refilling to prevent crashes if the weapon has
  • more* ammo in its magazine than it normally should (for whatever reason, be it mod, update, or what have you)
  • Updated Ammobox handling logic to prevent setting it down on top of characters or buildings (it can still 'overlap' them, but it's a step in the right direction)
  • Added a new safety so ammo crates 'move units out of the way' upon landing
  • Fixed up some scaling for the Operator HUD
  • Fixed scaling issues with some mouse hovertip widgets (especially for options menu)
  • Fixed more 'mouse following text' widget scale issues
  • Checking some bug reports
  • Fixed a crash with Chelsey wander behavior if she starts in a zone with no spawn node (which shouldn't happen, but still)
  • Fixed the bridge "build zones" from being included in the Infection Zone Manager (they get treated like 'regular zones' if they're in the ZoneManager)
  • Removed references to the unused 'Shotguner[sic]' Assault variant
  • Fixed ammo runners having 'overhead widgets' like regular units do
  • Updated healthbar handling on 'overhead widget' to function better w/ damage taking
  • Also improved heal animations and gas-up animations to no longer cause misalignment
  • Fixed m249 hand positions
  • Fixed several display issues with the HUD Recruit Popup on the new system (so units with no weapon should now display properly in the recruit popup)
  • Fixed a crash with RefireWeapon
  • Tac21 added for patreon guy
  • Acr - polished (texture)
  • xbren added
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]
  • Assaults do a weird anim when firing a flare

[/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! ːWinterSmileː Link here
[expand]

[/expand]

Weekly Development Rollup

During major events we will be bringing in special guests to discuss their experiences they have had in Cepheus Protocol for future podcasts. If interested contact a Moderator

We will be live on Twitch and in our Discord AmA channel for those wanting to listen in on voice. You can partake in the live AmA either on Discord AmA channel/Twitch Chat.

https://www.twitch.tv/halcyonwinds
Discord

Segment 1: Dev roundtable 15 mins - a discussion between the developers on the current state of the game and current content released

Segment 2: General discussions/questions 20 mins - Host will be picking out most prominent questions and discussions made in the discord for the week

Segment 3: Live QNA 20 mins - opportunity for the community to ask questions directly to the developers

Segment 4: Closing discussion 5mins - discussion between the developers on the upcoming content for