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Cepheus Protocol News

Letter from the Producer #6

Kept you waiting huh?


So its been a while huh? Im sure a lot of our eager fans are curious what we've been doing over the last 2 months so I'll run you through everything we have to date and explain a few things we are working on beyond.

Virtualization and New Early Game


The next update will be pushing Unreal Engine 5 at the forefront. The engine upgrade means we can start to expand the "Open World" map to include San Francisco and possibly other neighboring zones. As we've had quite a lot of issues when we did the previous Presido/Northern San Francisco update that we had to revert and later convert them into 2 new supporting Islands called Western Treasure Island and Eastern Treasure Island. (More Information here) With LWC (Large World Coordinates) we can now truly expand the current map. With this conversion we have been forced to rethink our approach that we do right now which is running AI at all times no matter how far they are away from the player. It worked on the smaller map but its not scalable in the least for this larger open world.

So what does this mean for you guys exactly? We have started to implement and will have a fully online virtualized general/army system going into next week. This means that even if you arent in that zone our virtualized system will simulate battles/infection spreading and other important gameplay progression to keep the world populated and varied when you aren't present. Each session will be different and present different problems for CERC(you) to solve. These systems will be in the next patch. Systems like these are absolutely required so we can maintain acceptable framerates as the world "grows".

This leads into my next big change coming next patch Infected will no longer spawn from a "Global Pool" in regional zones. They can only spawn from the population available to them in the current zone. If they need help they will have to request it from nearby zones.

Explanation of new early game

Current Setup

Old Setup that was impossible without LWC . To be clear the new fictional supporting Islands for Treasure will stay as they are we will just be adding new surrounding landmasses and expanding the start game option locations as we build/add San Francisco.


As our programmers have been figuring out LWC and World Partition our level Designs have been working on Horde maps so we can get some new content out to you folks.

[h3]Horde Map Revamps W.I.P [/h3]
We will have more updates on these maps next week.
Map #1: Canals/Dock Level (Replaces current one) W.I.P Rough Layout
Map #2: Coastal Mall (New Horde Map) W.I.P Rough Layout

[h3]Teaser Screenshots from a Special Operations Map (Challenge Mode) [/h3]


[h3]Cepheus Protocol Anthology Season 1 is releasing on May 13, 2022[/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/

Unreal Engine 5 Came out

* Chaos Destruction
* Chaos Vehicles
* Nanite
* And much much more for larger worlds.
https://youtu.be/7ZLibi6s_ew

[h3]Unreal Engine 5 FAQ Section:[/h3]
#1. World Partition: down the line, since it takes some time to set up, but their open world tool here will make HLODs a lot smoother once we can implement it.
--
#2. Nanite: meshes converted to Nanite can have a lot of detail due to basically having 'unlimited LODs' (not what's actually happening but if you imagine that you're on the right track).
We've had several issues implementing this - it's clearly still a beta (especially in interactions with HLODs) - but the improvements it gives seems to be worth the hassle, though, now that we're getting a handle on how to use it!
--
#3. Lumen: new global lighting setup. Slightly more expensive to use, but pretty sure we can enable it as a game option so people can turn it off if needed.
--
#4. Large World Coordinates: this is a big one for us, actually. Our Open World map was hitting limitations due to the Engine handling some calculations in regular 'float' math (basically using numbers with too limited memory), which started breaking down at the edges of the map (i.e. on the right and bottom islands).
UE5 converted those calculations to Doubles, so the map can be a lot larger without introducing mouse accuracy problems.

Due to this we've already removed a 'workaround' function we had which 'averaged' some of the mouse-results when the mouse coordinates are 'far from world origin': that safety's no longer needed to ensure clicks remain accurate when approaching the map edge.
---
#5. Niagara: this system to actually be working now (instead of the 'battle-tested' setup UE4 had which was very crash-prone), so over time we'll be implementing fancier particles.
---
#6. Chaos (destruction and vehicles) - we're planning to have vehicles 'bust through' certain fences a la Company of Heroes, for example, and hopefully get some more accurate vehicle physics at some point down the road.

We started implementation and testing immediately on Nanite.
Old .vs New


We did run into some instability related to Nanite and HLOD's for certain assets so we are still working with Epic Games and Co to resolve these issues and finish converting a mass of our asset over.

Rewind Session

You can catch-up on changes here from the last letter 'From the Producer"
https://steamcommunity.com/games/979640/announcements/detail/3102422162152822125

2 months ago we put up a poll asking our community if they felt the same way as our developers that we needed to pause the year 2 roadmap to focus more on the "Core" aspects of our game. You guys agreed so i will now update you folks on the progress we've made towards this.

Based on user feedback we are working on a more adaptive formation system/pathing 2.0 see gif for an example of the work in progress. Instead of scaling formations up in some cases we will have limits and automatically create new formations that follow behind or alongside other wedges/file/columns only when you have huge unit selections (Think Total War in terms of large group move orders line them up either horizontally or vertically in their formation positions). We will also be pushing rear guards and people assigned to alternate and look around/have more situational awareness in all formations Separate 'actor' that moves along the nav-mesh, ensuring that it doesn't get confused like regular units can be (since they can get 'jumbled up' when dodging other units or in combat)
-Units that are not running can speed up to reach their position (running actors are already moving at speed, of course), rather than being stuck between run or walk speeds
-Slightly slows down units that are in position to prevent 'walking jitters'
-The formation command, being separate from actors, can 'slow down' if its members get too far away, to help everyone regroup

New feature for Formation v2: "Position Projection" - AKA "Stop backing up in combat!"
-Places the formation down at the starting location (seen as the teal sphere in this GIF)
-Examines which direction we need to go to fulfill our move order
-Determines how 'far ahead' units are for their respective positions along that direction (units that are 'ahead' of their position in the formation would have to backtrack to line up, which can be fatal in combat)
-After finding which unit is 'farthest ahead', the entire formation moves that distance (plus about two unit-widths) towards the destination, to ensure no unit has to 'backtrack' to reach their position in the formation. Everyone should move forward, not backward.
(this rule isn't followed if the move destination is close enough that units just are changing positions, of course)
-As a result, nobody has to backtrack to get to their move destination!

New feature for combat (currently only enabled for player soldiers): units who are not in combat who see something will reach out a few body lengths away and share what they saw with any ally who isn't in combat.
If their ally is already shooting, they'll ignore this 'shared target'.
Fairly useful for units in formation to cover each other from surprises!(Think of it as units sharing information over a radio)

Another Formation v2 update: wall-tracing!
=An 'outward trace' will occur for each move position. Even if the move position itself is technically reachable (such as on the other side of a thin fence!), the wall trace will say 'no, it's blocked off' and adjust the move position inward instead.
(This will stop units trying to continue the formation on the other side of a wall thus wasting time and running out of position quite often)
So far, walk commands feel quite reliable, and the movements feel good: though there's still a good amount of visual 'jitteriness' to how units adjust themselves, but they're quite able to fight

Continuing to update the new Formation system: here's a new feature not in the old system: 'convoy gap closer'!
-Vehicles in the move command, if they break off, will update the units 'behind' them to move up and close the gap, instead of leaving them there


While there is still path finding work to still implement for Formations V2 we feel this is a solid step forwards. As always if you run into any issues please report it on Steam/Discord with videos/gifs if your running into pathing issues you wish to report

[h3]Character Modeling[/h3]
We have a new winters Model now created she will be put into the game at the same time as the other new character meshes in the future


Assault Female is almost done pair some adjustments to her Vest Strips/ Shoulder Patch/Armor/ Knife Textures and final grenade meshes on her vest


[h3]Digital Art Book/Collectors Edition[/h3]
The art/lore book will be added as a Pandemic Mode Collectors edition in the future on Steam and made available for purchase separately as well. It will feature fun facts about development and the design/art process the game has gone through to make Pandemic Mode. Here are some screen grabs


[h3]Recent Gameplay Changes[/h3]

We listen to our community and made it so Civilian holds can generate money based on the amount of civilians you have put inside a civilian hold. We also added custom game options so you can set it to provide money when you kill them for those Blackwatch RPer's out there.

Engineers will auto repair Buildings/Fences now


[h2]Death Animations/Ragdoll overhaul[/h2]
List of some of the types of animations we will be implementing over time
  • Melee Left Leg Death Anim
  • Melee Right Leg Death Anim
  • Melee Chest Death Anim
  • Melee Head Death Anim
  • Shot Left Leg Death Anim
  • Shot Right Leg Death Anim
  • Shot Chest Death Anim
  • Shot Head Death Anim


https://youtu.be/KWwCcSadTyQ
https://youtu.be/tcrX_9cDiek

[h2]We had our recent podcast [/h2]
We will be scheduling another soon
https://youtu.be/SG6NgRPks2U

https://open.spotify.com/episode/4QqGgDFMdVFr0LXAy1Wxwb?si=e0fab2cea373458a

[h3]New Class Weapons[/h3]
Are coming with the Unreal Engine 5 update. More Details soon!


[h3]Discord Polls[/h3]

We decided to add Faction Vehicles that are recruitable items if your in good graces with Pierce/Natalie after we put up this poll. So we will be taking this into consideration for the future.
Recruitable Faction Vehicles

Horde Map Objective Question: Please vote here!
What kind of objectives do you guys like in a horde map?
https://strawpoll.com/polls/PbZqoX940nN




Patch - 0.7.130.8

Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3102422162152822125

Winters got a model update from the last letter to the producer check it out! Not live yet


We have a podcast coming up check out the date details below! You can hop in and talk to the developers we will be taking questions live towards the end!
https://steamcommunity.com/games/979640/announcements/detail/3095664226117850397

The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build.

[h2]Looking for more feedback from our userbase on what we plan on doing with civilians[/h2]
https://steamcommunity.com/app/979640/discussions/0/3192494154712223081/

[h2]Looking for more feedback from our userbase on what we plan on doing with the early game here[/h2]
https://steamcommunity.com/app/979640/discussions/0/3192494671075106022/

[h3]Change list[/h3]
[expand]
  • Improved UI scaling to fix issues where Translations would tread off the UI buttons
  • Added Portuguese - Brazil & Spanish - Spain
  • Updated collision presets for the SpawnNode and Landscaping Collision Meshes, so they no longer will intercept long-range mouse clicks (Was messing w/ double clicks)
  • Updated SeenList logic to properly 'eject' targets that share the same Faction Manager
    Initial test indicates that this works very well even when trying to 'place' a pod right next to a building.
  • Added a fix for the 'Halt' command not fully working for units who were moving in formation
  • Overhauled clicking+double clicking:No longer relies on UE4's double-click implementation
  • Avoids the 'CurrentclickablePrimitive' logic which seems unreliable at long range (sometimes 'missing' the ground, for example)
  • Uses a new 'just double-clicked' timer to prevent 'over-clicking' resulting in a canceled double-click
    Result: Double clicks feel massively more reliable in-engine.
  • Updated 'SetTarget' logic: No longer 'clears' the SeenList, which was useful for the old 'sight' system. On our new PerceptionSystem, this can result in units completely ignoring things that are already within sight range. Rather, it simply increases the threat level of the target if it is already in the SeenList: if it's not, then it's added with a high threat.
  • Additionally, SetTarget now properly will leave 'NoStructures' fire mode alone if you're not telling something to shoot at a Structure, instead of forcing the FireMode to 'OpenFire' no matter what.
  • Finally, if the unit's Current Target has more threat than SetTarget would normally give, then the New Target receives the Current Target's threat on top of the boost
  • Improved the 'dynamic pod trace' logic from yesterday:
  • Now can filter out actor classes and maintain an 'ignore list', as well, to reduce number of 're-traces' on hitting invalid classes
  • Created a new C++ class parent for the Car landscape actors, just for filtering's sake
  • Dynamic pod traces (for the upcoming Chelsey early game revamp) now allow for pod construction where they'd clear out trees/cars like the pre-placed pods can
  • Blow up guy health increased to 850
  • Spitter increased to 600
  • Gas tower starting health is 6000
  • Spine turrets increased to 4000
  • All special infected are now more resistant to small/mid caliber rounds
  • Spine turrets health is now 6000
  • Pod structures increased to 8000

[/expand]

More Operators adjustments will be forth coming as we work to polish it amongst the RTS aspects to get back on civilian management. We expect to wrap up polish and be back on civilian management very soon

Please note the following going forward (Restart your game/steam to get the update if needed

Cepheus Protocol Anthology


We will be launching a new weekly series that will see several chapters added every Friday after release and will cover the chapters of the Novelization with 5 chapters added to expand upon the story and give more value to those itching for more lore/story information. It will delve into and show more about a secret new faction that will become the Anti-CERC in the Cepheus Protocol universe.

Don't forget to wishlist!

https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/

[h3]Cepheus Protocol Podcast #2 URL is now live[/h3]

https://www.youtube.com/watch?v=6eWbDibGMrU

[h3]Swag Store [/h3]

The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile:

https://halcyon-winds-store.creator-spring.com/

Patch - 0.7.130.7

Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3102422162152822125

Winters got a model update from the last letter to the producer check it out! Not live yet



We have a podcast coming up check out the date details below! You can hop in and talk to the developers we will be taking questions live towards the end!
https://steamcommunity.com/games/979640/announcements/detail/3095664226117850397

The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build.

[h2]Looking for more feedback from our userbase on what we plan on doing with civilians[/h2]
https://steamcommunity.com/app/979640/discussions/0/3192494154712223081/

[h2]Looking for more feedback from our userbase on what we plan on doing with the early game here[/h2]
https://steamcommunity.com/app/979640/discussions/0/3192494671075106022/

[h3]Change list[/h3]
  • Added Russian language (Some layout changes will be coming in the next 24-48 hours to better support this language)
  • Updated Helicopter movement traces: Helicopters should path better around buildings
  • Fixed a spawn position being on top of a building in Alcatraz
  • Loosened up 'refill supplies' logic for the Atlas, so it can have its supplies refilled at a Motor Pool without having to deploy to do so
  • Added Civilian Income: each civilian sheltered in a Civilian Holding Area will now increase your Income Tick by 5.
  • Update to Civilian Sheltering with some UI:
  • New Income Tally tracker will appear if you highlight your Income next to your cash total, highlighting how much you're getting as a bonus from sheltering civilians
  • Updated the hovertip or the Zone Income
  • Updated the hovertip for the Civilian Holding Area
  • Made the Civilian Holding Area 'list' widget also contain an Income Bonus display
  • Added a difficulty adjuster setting for the Civilian Sheltering value


More Operators adjustments will be forth coming as we work to polish it amongst the RTS aspects to get back on civilian management. We expect to wrap up polish and be back on civilian management very soon

Please note the following going forward (Restart your game/steam to get the update if needed

Cepheus Protocol Anthology


We will be launching a new weekly series that will see several chapters added every Friday after release and will cover the chapters of the Novelization with 5 chapters added to expand upon the story and give more value to those itching for more lore/story information. It will delve into and show more about a secret new faction that will become the Anti-CERC in the Cepheus Protocol universe.

Don't forget to wishlist!

https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/

[h3]Cepheus Protocol Podcast #2 URL is now live[/h3]

https://www.youtube.com/watch?v=6eWbDibGMrU

[h3]Swag Store [/h3]

The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile:

https://halcyon-winds-store.creator-spring.com/

Patch - 0.7.130.6

Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3102422162152822125

Winters got a model update from the last letter to the producer check it out! Not live yet



We have a podcast coming up check out the date details below! You can hop in and talk to the developers we will be taking questions live towards the end!
https://steamcommunity.com/games/979640/announcements/detail/3095664226117850397

The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build.

[h2]Looking for more feedback from our userbase on what we plan on doing with civilians[/h2]
https://steamcommunity.com/app/979640/discussions/0/3192494154712223081/

[h3]Change list[/h3]
  • Added German language
  • Added Japanese language
  • Adjusted Materials for TV station, which was turning pink in HLODs
  • Altered CrowdManager settings, resetting the 'max agents/walls' settings to 6/8 (from 12/16) and increasing max agents up to 1000 (to prevent possible situation where units get 'crowded out' and stop moving)
  • Also, updated ClearDefenseSpawns checks for Nodes to properly run at all times, instead of only if the node is still in a Defense state
  • Adjusted soft cap for infected and civilian maximums to be 20% less. Regular infected have 20% more health to compensate.
  • Added logic to save a unit's 'CreationTime', so Defense Units that are allowed to despawn only after being around long enough won't 'reset' their lifespan on load
  • Fixed Spine Turrets being targeted by Chelsey and her Lieutenants
  • Fixed Lieutanant's capsule radius making them ignore the navigation mesh (resulted in them 'standing still' at all times) Result: Chelsey and her LTs should be much more reliable. Performance should be better. Defense spawns should clear out more reliably when loading a save, and more reliably in general.
  • Civilians triggering mass hordes have been tweaked this to make Infection pods not try to send defense waves after civilians, since we can now filter out those targets as not being that big a deal so they can focus mostly on CERC and active armed threats
  • Improved the Build Location Meshes to act as a way for an Infection Zone to tell how many player units are in a zone (rather than just relying on the overlap sphere that the Spawn Nodes have) Used this to greatly improve Spawn Node defense responses that previously would trickle away due to the player not technically being near an arbitrary sphere
  • Fixed a loading issue that resulted in Pods or Towers loading back into the game with potentially less health than they were saved with
  • Adjusted interaction point logic for construction of walls/barbed wire to be safer, so units shouldn't get stuck in them anymore
  • Fixed a float-conversion issue that caused some Circle Up formation movement commands to 'converge' onto a single point
  • Restored custom collisions for the large jobsite structure


More Operators adjustments will be forth coming as we work to polish it amongst the RTS aspects to get back on civilian management. We expect to wrap up polish and be back on civilian management very soon

Please note the following going forward (Restart your game/steam to get the update if needed

Cepheus Protocol Anthology


We will be launching a new weekly series that will see several chapters added every Friday after release and will cover the chapters of the Novelization with 5 chapters added to expand upon the story and give more value to those itching for more lore/story information. It will delve into and show more about a secret new faction that will become the Anti-CERC in the Cepheus Protocol universe.

Don't forget to wishlist!

https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/

[h3]Cepheus Protocol Podcast #2 URL is now live[/h3]

https://www.youtube.com/watch?v=6eWbDibGMrU

[h3]Swag Store [/h3]

The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile:

https://halcyon-winds-store.creator-spring.com/

Patch - 0.7.130.5

Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3102422162152822125

Winters got a model update from the last letter to the producer check it out! Not live yet



We have a podcast on Friday at noon drop in and talk to the developers we will be taking questions live towards the end!
https://steamcommunity.com/games/979640/announcements/detail/3095664226117850397

The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build.

This patch includes 3 patch fixes over the last 48 hours of updates. Expect a patch every few days this week as we work to get everything ship worthy so we can move onto civilian management ASAP!

[h3]Change list[/h3]
  • Circle formation issue resolved
  • Added DirectX 12 launch option again should be functional and improve performance on newer GPU's
  • Added Korean language
  • Resolved an issue with some 'utility' characters still registering for the Crowd Manager to improve performance
  • Added some 'BeginDestroy' safety to the CPCrowdAgentComponent to ensure that it properly is cleared from the CrowdManager (to avoid a crash)
  • Removed the old 'FreshlyLoaded'-fix for the CrowdManager, replaced it with a more reliable AIController OnPossess check (that will fix infected, too) Result: Crowd manager crash should be fixed, and units should no longer become unable to move regardless of team affiliation
  • Rebuilt proxy collision+nav in the master to respect Efrain's update on the Stadium in Presidio (should prevent units from trying to 'walk through' the stadium walls)
  • Cleaned up a HideUI bug that caused unselected units to show their overhead UI even if not selected
  • Further cleanup for HideUI response to not show unit interaction widgets for units that are garrisoned in any way (regardless of GameInstance setting for hiding unselected unit widgets)



More Operators adjustments will be forth coming as we work to polish it amongst the RTS aspects to get back on civilian management. We expect to wrap up polish and be back on civilian management very soon

Please note the following going forward (Restart your game/steam to get the update if needed

Cepheus Protocol Anthology


We will be launching a new weekly series that will see several chapters added every Friday after release and will cover the chapters of the Novelization with 5 chapters added to expand upon the story and give more value to those itching for more lore/story information. It will delve into and show more about a secret new faction that will become the Anti-CERC in the Cepheus Protocol universe.

Don't forget to wishlist!

https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/

[h3]Cepheus Protocol Podcast #2 URL is now live[/h3]

https://www.youtube.com/watch?v=6eWbDibGMrU

[h3]Swag Store [/h3]

The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile:

https://halcyon-winds-store.creator-spring.com/