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Cepheus Protocol News

Patch - 1.2.7.16

Basic Steam Deck Support is now added
[Playable] Status

We will slowly work to add more support over time to make it fully supported. Stay tuned!


Our old patch is archived on 1.2.7.15.1 for those wishing to continue their old games. Check the beta tab.
Start a new game with this update!

SOC-Test is closed and experimental is closed for the next 1 week while we work to polish this on the public realm. Saves will not carry over so be careful about using old saves!

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Civilian Hold and Command Tent substructures can now be built anywhere in the zone where their 'parent building' is, instead of being restricted to being built within a radius of their 'parent building'.
  • Updated Civilian Group names to final
  • Stripped out female/male swapping code in an effort to streamline development and help us wrap up development for Pandemic mode
  • Assigned landscaping SoundCues to Player SoundClass and lowerd their volume
  • Zone ownership no longer required to build things
  • Civilian holds given a '1-per-zone' limit
  • Capture Trucks removed
  • Added safety to DetermineGib, since it can crash now if there wasn't a value set for the gib type selected
  • Fix for Infected so they can still look for where the player's set up and assault them.
  • Added crash fix for when a sandbag id destroyed sometimes it causes a crash while being built
  • Strategic Operations Center and Strategic Resource Points Added
  • Updated the Population/Garrison tent to be buildable by the engineer
  • Updated loading screen images
  • Dev update #16 added to main menu
  • Removed sector income
  • Total animation Revamp for all units featuring a "Combat" state
  • Radio Operator restored to Barracks
  • Improved construction check for SOCs to ignore certain overlap checks (they'll still be blocked by characters+buildings though!)
  • Updated Landscaping tool to no longer care about zone ownership
  • Updated regular construction to ignore character meshes (due to the 5.2 'kinematic mesh ghost' issue when loading saves)
  • Updated wall construction to do the same
  • Fixed up several save/load issues with building+construction actors not remembering which infection zone they belonged to
  • Fixed up some save/load issues with the Strategic Resource Point/SOC interaction
  • Updated SOCs to have a minimap presence (that updates when they are have a construction point for a SOC, and when they have a completed SOC)
  • Fixes added to keybind widget to always try to filter out gamepad keybinds
  • Quick fix to 'already built in this zone!' warning occurring incorrectly for some construction types
    Fixed incorrect lighting of the Shawnee in dark/shadowed areas.
  • Set up Civilian Hold to be the building required to issue evac/world building orders in a zone
  • Fixes for auto-evac (and some related hovertip text) to support the new Civilian-Hold-reliant setup
  • Radio Truck implementation
  • Implemented Call In radius on it, which is doubled when Radio Truck is deployed. Added as purchaseable to Motorpool
  • Radio Truck XP boost logic added
  • Set up SOC upgrades
  • Income now only is given to the player when the actual drop lands, and it remembers its value from when it started (i.e. if you upgrade or destroy the SOC, you'll still get the money at the value it was when the drop was spawned)
  • SOCs now have a hover-widget detailing time 'till next supply drop
  • Strategic Resource Points now shut off collision when they are occupied by a construction point or a SOC
  • Income tracker (when you highlight your income total at the top right) now will show you the countdown 'till next income drop, if relevant
  • Improved visuals for Strategic Resource Points (w/ circle, better hiding, and better collision management)
  • Fixed a HideUI issue w/ Strategic Resource Points
  • Got rid of explosion effect when SOC Income Drop disappears
  • Optimized Humvee mesh setup.
  • Adding new Parking garage asset.
  • Replaced TI G06 parking garage.
  • Added the p220 to all units,
  • Removed the acr, vector & a-16a4 from the spec ops in an effort to refine the amount of weapons we have to manage and help balancing
  • Removed the xbren from the assault, new starting weapons is the m4.
  • Updated Vehicle UI Icons.
  • Scarh underbarrel removed
  • Shell ejection ports fixed
  • Updated Vehicle Weapon Icons.
  • Updated HEMTT Module Icons.
  • Set up SOCIncome to be 'centralized' to the 'main SOC building': first one you build, or the closest one after that if main's destroyed, etc. It'll be one drop on the main building, rather than one drop occurring at each
  • Minimap updates to represent which spot is main (green for main, blue for other, yellow for under construction, white for unclaimed)
  • Set up 'swap main SOC' option when you select a SOC building that's not the main one
  • Fixed up the SOC lv2 Income Upgrade listing the wrong price (but still charging full if clicked)
  • Stripped out the evacuation controls (evac to zone, and helipad auto evac) from the Infection Zone Widget. Then tied these controls to a new CivilianHoldManagementWidget which pops up when you select a Civilian Hold
  • Fixed crash for nav agent not being valid at time of checks
  • Renamed the CivilianHold building to Civilian Zone Administration
  • Fixed up power components not displaying radius when their building is selected
  • Updated automatic evacuation to occur as long as both an Evac Helipad and a Civilian Zone
  • Administration building are in the zone: no longer requires the player to enable it
  • Updated mouse-over hovertip for SOCs to indicate the current upgrade tier (Level 1, 2, or 3)
  • Fixed up a bug with 'location selection' safeties for spawning pods/towers
  • Fixed up an old logic check for gas tower spawning that was incorrect for modern systems Result: Gas Tower construction can work again
  • Various collision improvements to the core world
  • Fixed crash that could occur rarely with capsule component query when devirtualizing units
  • Shadows fixed for spec ops and heavy
  • Character LOD shadows improved
  • Added a mask that only appears on CERC units dynamically when they enter gas zones
  • Female medic mesh added
  • Fixed missing shirt bug for chelsey
  • Fixed up redirectors and deleted old medic mesh
  • Made the scientist adjustment so they are more resistant towards gas towers
  • Spec Crash fix for
    https://discord.com/channels/469412014427602944/1116908551332446350/1116931601931190324
  • Fixed recruitable civilians, ammo runners, and a lot of CERC units not registering for hearing
  • Fixed several civvies registering for an experimental and incomplete 'performant sight' rather than regular sight
  • implemented a fix that hopefully will resolve infection gas towers not properly removing a civvie faction member from being considered a squad member
  • Updated Med/Ammo tents to no longer be limited to '1-per-zone'
  • Fixed up Gas Mask components being spawned on units who do not have a Gas Mask mesh reference set
  • Fixed up the Gas Mask not appearing if you didn't have the unit selected when they put it on
  • Fixed up the Gas Mask being attached at the capsule component instead of the mesh
  • Fixed up the Gas Mask not being attached to the Gas Mask bone
  • Fixed up units who did not have 'bUseFilterLevel' active still utilizing the Filter Level logic (caused civilians to 'resist' gas effects way more than they should)
  • Removed the Gas Mask mesh ref from the Scientist, since they do not need an additional gas mask
  • Fix for the 'overhead widget' for squads will properly move/disappear when a unit is converted to infected
  • HLOD Visuals improved
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
General Development Updates

[expand]
https://youtu.be/7hdBPmUtFb8
https://youtu.be/GV3YOssGEfs
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190
[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
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
[/expand]
Ways to Support Development

[expand]
Everything goes towards expanding the team and building a better game!
[h3] Consider Supporting us on Patreon[/h3]
[h3] Merch Store [/h3]

[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
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 - 1.2.7.15.1

Basic Steam Deck Support is now added
[Playable] Status

We will slowly work to add more support over time to make it fully supported. Stay tuned!


Our old patch is archived on 1.2.5.1 for those wishing to continue their old games. Check the beta tab.
Start a new game with this update!

Experimental is closed for the next 2 weeks while we work to polish this on the public realm. Saves will carry over but be careful about using old saves!

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Added some additional nav checks when civilian unit movers register devirtualized units (and when civvie factions spawn their initial squad controllers) to try to prevent civvies from 'stacking up' on each other, or inside of their tent (may not be perfect, but hopefully an improvement)
  • Dynamic Civilian group names finalized
  • Fixed up 'DeselectAll' in Base_PlayerController to be more reliable: this resolves Mortars 'failing to deselect'
  • Updated civilian faction 'shop' (for recruiting units from civvies) to properly update the button if civilian faction relationship with you changes
  • Updated Doctrines to update any shop the player has open upon unlocking a new doctrine (no need to close/reopen a shop menu, though construction menu still doesn't benefit from this yet)
  • Updated logic to not 'miss' updating faction relationships when reputation events tick over time in a zone
  • Improved 'IsAlive' check to return false if something is in RubbleMode
  • Additionally, infected tunnels now disappear completely when destroyed (instead of remaining but 'rubble-ified')
  • Improved 'civvie squad widget' handling. Crash related to it should be resolved
  • Units who are 'carrying' the widget should now properly hand the widget off on death
  • Updated Boss Healthbar Widget (for Juggernaut, for example) to properly disappear when owner dies
  • Tracked down the setting (MyGarrisonSeat) that had a wrong setting in the Charon, which was causing it to be unable to rotate-in-place
  • Fixed field turrets not rotating properly
  • Implemented another fix to our version of AISense_Sight that was 'missed' in the update from 5.1 to 5.2 (allows units to 'see through' their allies, or the vehicles they're garrisoned in): this fixes (among other things) units in the Sparrow not being able to acquire targets on their own
  • Updated Grenade Throw Blocked widget to be smaller (was huge!)
  • Updated Landscaping widget text to be larger (was too small before)
  • Fixed up some default settings for NightDay, and turned off an override on the instance of it in the MasterLightingSystem so it won't block Custom Game Settings related to time from working
  • Slight adjustments to Vehicle (Shawnee) AI to make the Shawnee stop focusing on its enemy if it cannot shoot it anymore
  • More trees in presidio converted to be clearable
  • P220 animations fixed,
  • Vehicle turrets should function more reliably
  • Fixed up the Cerberus Mortar's 'muzzle flash' effect (more of an explosion) to actually spawn at the mortar's muzzle
  • Fixed the duplicate 'close build menu' button in the Engineer's defense menu
  • Fixed a typo in a loading tip
  • Updated another loading tip (that made reference to Defense/Alpha squads from way back when) to instead give a similar idea without referencing those old mechanics
  • Fixed up Capture Truck to no longer be purchaseable at other Capture Trucks or Command Tents: only at CERC and Motor Pool now
  • Civilian Hold and Command Tent substructures can now be built anywhere in the zone where their 'parent building' is, instead of being restricted to being built within a radius of their 'parent building'.
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
General Development Updates

[expand]
https://youtu.be/GV3YOssGEfs
https://youtu.be/LOdVk1yiuak
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190
[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
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
[/expand]
Ways to Support Development

[expand]
Everything goes towards expanding the team and building a better game!
[h3]Consider Supporting us on Patreon[/h3]
[h3] Merch Store [/h3]

[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
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 - 1.2.7.15

Basic Steam Deck Support is now added
[Playable] Status

We will slowly work to add more support over time to make it fully supported. Stay tuned!


Our old patch is archived on 1.2.5.1 for those wishing to continue their old games. Check the beta tab.
Start a new game with this update!

Experimental is closed for the next 2 weeks while we work to polish this on the public realm. Saves will carry over but be careful about using old saves!

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Added filter level that protects CERC before their infection level is damaged , widget support added
  • Added countdown clock for filter remaining time
  • Adding weapon icons for Flamethrower and Light Shield
  • Engineer should now only be buildable from CERC and Barracks (no longer from capture truck)
  • Fixed duplicate weapon in recruited militant civvie weapon market
  • LODS readjusted for Characters
  • crashfix for virtual combat
  • Fixed Spitters not having increased mesh+movement tickrate when hidden in FOW
  • Set up Evac chopper to no longer leave invisible civilians 'attached' to itself, so its movement when evacuating back to the carrier is cheaper (by about half, saving some .2ms per filled evac chopper that's in motion)
  • Set up garrisoned units to not react to TUGS ping (so the above thing won't show a bunch of floating civvies near an evac pad. :P )
  • Made civilian walls spawn much more quickly (usually should be all at once)
  • Fixed an error with Civilian Clutter complaining about ownership being incorrect
  • Logic fix to prevent characters from being able to save if they're not alive
  • Spitters now do DOT Acid damage
  • a-16a4 nerf to base damage to be closer to the m4
  • All crow mounts spread values change to be more realistic to a 50 cal
  • Crows buff!
  • Tpose Pilot - fixed
  • Updated to Unreal Engine 5.2
  • Ammo and med tent no longer 'autobuild'
  • Medical facilities now support rally points (since they are now used for the recruitment of medics)
  • Fixed the new hint text anchor blocking clicks on recruit popup (and potentially other things)
  • Vehicles now clear their weapons OnDestroyed
  • Removed a SetSkinnedAssetAndUpdate from VehicleTurretBP, which was causing turrets to 'balloon' in size
  • Updated loading logic to try to make sure field turrets that weren't finished constructing don't just 'disappear' on load
  • Fixed up 'vanishing HESCO construction orders' (not the same as HESCOs disappearing from load)
  • Fix for HESCO walls 'disappearing' when loading certain saves (their z scale was being set to 0 on load due to uninitialized var which normally shouldn't be accessed, but some saves apparently did so anyway)
  • Disabled the Operator menu on the Main Menu for now (since Operator system's changed so much and this menu hasn't updated to match) We will revise this soon
  • Improved logic for when repair actors can spawn (including bypassing some health checks for Rubble Mode, so destroyed walls should be more reliable in allowing repair)
  • Fixed up several character classes who were missing the 'DRIVER' tag. CERC training now includes driver's ed (this may not fix characters who are already missing the tag in a loaded save made before this patch, but new recruits after should be fine)
  • Rebuilt proxy collision+nav in the master (fixes up some new landscaping objects being 'unbuildable' due to having had leftover proxy collision at that time)
  • Minigunner updated to current systems
  • Juggernut now takes more damage from high cal and ap rnds
  • Friendly Fire for Strikers, Javelins, SMAW's , are now removed including minimum fire safeties
  • Added juggernaut health bar


[h2]This patch merges our experimental to normal[/h2]

These patches are bundled in as well. We apologize about the sheer size but steam does have a character limit for news post else we would just combine it all into one thread.

https://steamcommunity.com/games/979640/announcements/detail/3678911452798913244
https://steamcommunity.com/games/979640/announcements/detail/3678913989599495906
https://steamcommunity.com/games/979640/announcements/detail/3678914623049233146
https://steamcommunity.com/games/979640/announcements/detail/3660900859067869029
https://steamcommunity.com/games/979640/announcements/detail/3716073126078463344
https://steamcommunity.com/games/979640/announcements/detail/3716073126082292117
https://steamcommunity.com/games/979640/announcements/detail/3716073126085248034
https://steamcommunity.com/games/979640/announcements/detail/3718325557379795668
https://steamcommunity.com/games/979640/announcements/detail/3718325557383296295
https://steamcommunity.com/games/979640/announcements/detail/3718325557387132242
https://steamcommunity.com/games/979640/announcements/detail/3718325557388584225
https://steamcommunity.com/games/979640/announcements/detail/3718326191609896942
https://steamcommunity.com/games/979640/announcements/detail/6438500527885090273
https://steamcommunity.com/games/979640/announcements/detail/6438500527893699367
https://steamcommunity.com/games/979640/announcements/detail/3704816660868640008
https://steamcommunity.com/games/979640/announcements/detail/3704816660871750505
https://steamcommunity.com/games/979640/announcements/detail/3704817293684237585
https://steamcommunity.com/games/979640/announcements/detail/3704817293691978806
https://steamcommunity.com/games/979640/announcements/detail/3704817927642569118
https://steamcommunity.com/games/979640/announcements/detail/6248225912162637560
https://steamcommunity.com/games/2116560/announcements/detail/3702566762278190220
https://steamcommunity.com/games/2116560/announcements/detail/3702566762280892419

Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
General Development Updates

[expand]
https://youtu.be/GV3YOssGEfs
https://youtu.be/LOdVk1yiuak
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190
[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
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
[/expand]
Ways to Support Development

[expand]
Everything goes towards expanding the team and building a better game!
[h3]Consider Supporting us on Patreon[/h3]
[h3] Merch Store [/h3]

[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
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 - 1.2.7.12 Dynamic Civilian Groups (Experimental Only)

We are currently 24-48 hours away from merging experimental into the public normal game. We are still conducting various bug hunts and making slight adjustments for QOL.


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]
  • Max evacuating civvies mobs increased to 30 (300 civilians)
  • Sprint bug fixed
  • Scope fix for the m16
  • Aiming fixed for the m16
  • P90 added back to radio op
  • Some performance optimizations for Unit Movers
  • Some logic added to try to reduce the amount of 'unnecessary move reorders'
  • Fixed the P90 mesh not having an AimSource socket
  • Defense teams will move a lot less now for Dynamic Civilian groups
  • Status icons added for the 'squad overhead widgets' (sans Scavenging)
  • Updated UI Icons for new Infantry models.
  • Made UnitMovers properly set civvies to ignore Civvie AI Roaming behavior, so civvie squads become significantly less 'antsy'
  • Removed icon text from Infantry model build menu's from the Barracks
  • Hooked up a new Scavenging Status icon to the Squad Status widgets for civilian squads
  • Removed Drivers from being purchasable units and replaced them with Assaults in vehicles
  • Made all CERC units capable of driving ground based vehicles , pilots are still required for airborne units
  • Tripled Civilian Faction Tent health
  • Clutter for Civilian camps are temporarily disabled till Monday-Tuesday for final adjustments
  • Quick addition of a 'ground height trace' for clutter for civvie camps
  • Fixes to landscape actor interaction for clutter spawning and main building spawning for faction base construction
  • Physic bodies updated to solve some ragdoll issues
  • Rapple animation t pose solved
  • Hand pos test for sitting on vehicles improved
  • Civilian groups spawning logic adjusted (40% Chance of Normal, 40% of Militants & 20% for Raiders)
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
General Development Updates

[expand]
https://youtu.be/GV3YOssGEfs
https://youtu.be/LOdVk1yiuak
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190
[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
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
[/expand]
Ways to Support Development

[expand]
Everything goes towards expanding the team and building a better game!
[h3]Consider Supporting us on Patreon[/h3]
[h3] Merch Store [/h3]

[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
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 - 1.2.7.11 Dynamic Civilian Groups (Experimental Only)

We are currently 24-48 hours away from merging experimental into the public normal game. We are still conducting various bug hunts and making slight adjustments for QOL.


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]
  • Set up a 'Squad Objective' widget for civilian squads. Shows you what they're currently doing, and which faction they belong to
  • Fixed a potential crash with 'moving components around via rename' with a cleaner 'clear name, then set null name so engine decides on non-crash name' setup
  • Set up the ability to toggle the visuals for Civilian Squad Status widgets, in the Visual Toggles dropdown
  • Fixed the Visual Toggles dropdown not having a hovertip
  • Added 'RIOT' as a type of string read by the Civilian Squad Status widget to be translated to 'Rioting'
  • Fixed several civvie classes that had the C++ version of the VictorAK equipped (replaced w/ BP version)
  • Updated civilian squads to have a 'relaxed mode'
  • When gathering supplies or defending a base, if not in combat, they'll use Walk instead of Run, and sometimes just idle around
  • Civ animation updates. new parachute animation
  • M4 changes in scale and size
  • Civilian wallbuilder fixes
  • Unit Mover devirtualization updated to 'rewind' movers via warp instead of fastforward backwards, and to better 'force' units to not devirtualize at wrong times (for units 'popping out of nowhere')
  • Improved faction construction queries to better avoid deep water
  • Updated TUGS to not ping units that are already visible (saves a bit of processing)
  • Rioting animations added
  • Radio op mesh added
  • Experimental UnitMover optimization (seems to be very beneficial and few-to-no downsides so far): doesn't repeat move order, and lowers move component tickrate, if near target when reissuing a move order
  • Unit Movers (particularly defense squads for civvie camps) should be more performant
  • Assault female optimized
  • Crashfix added for virtual combat
  • Add a limit to how many evacuating civilian groups can be spawned at any given time. Has 'backwards save compatibility' to make units over double the evac limit get 'booted back' to a nearby world building, for population's sake
  • Limited the amount of Dynamic Civilian groups that can spawn into the world to 13 for performance reasons.
  • Added Militant civilian archetype. With its own Elite unit and Recruitable unit (just duplicates of Regular civilian classes for now)
  • Fixed up Evacuation civvie 'limits' to not respect civvies who are garrisoned, so civvies who enter an evac chopper no longer 'block' other civvies from spawning
  • Added some backup logic so civvies who are waiting on a chopper can move to a different one in the same zone, if one is available and the one they were waiting on is not on the helipad
  • Fixed up some related logic to make civvies less likely to 'stop moving towards evac pads' when helicopters aren't directly on the pad
  • Updated civvies who are evacuating to a helipad to have a faster move tickrate when hidden in FOW, to make them less likely to get 'stuck' on geometry (and thus taking up evac slots)
  • Updated some building 'civvie spawn lerps' (door entrances/exits) on specific building instances in Angel Island G1 and G3. Fixes civies getting stuck when exiting a building
  • M4 clip size changed back to 30rnds
  • Updated the 'highlighted evac building' for evac helipads to re-update for UI's sake, even when we have to wait for more civvie slots (so that the 'evac building icon' won't be over an empty building before the next update loop). This doesn't really affect functionality all that much, but it does make UI make more sense
  • Added the faction emblems for each faction archetype, and set up displays for them in the Diplomacy tab and Squad Status widget
  • Applied fire damage crash fix for characters
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
General Development Updates

[expand]
https://youtu.be/GV3YOssGEfs
https://youtu.be/LOdVk1yiuak
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190
[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
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
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Ways to Support Development

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Everything goes towards expanding the team and building a better game!
[h3]Consider Supporting us on Patreon[/h3]
[h3] Merch Store [/h3]

[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
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
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