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Cepheus Protocol News

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

Patch - 1.1.16.1 [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]

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • F2000 added to Heavy
  • New Loading Screen images added
  • Nav/Collision fix for Horde_02 catwalks.
  • Fixed A pose LT's bug
  • Updated Aircraft carrier
  • Quick fix for group setup to properly read load data (without shooting out errors if you're on a fresh game)
  • New game startup revamped to remove the bug where you only start with Winters
  • Dynamic Infected Pod + Gas Towers Building added for Infected
  • Fixed vector not having a fire effect
  • hk53 suppressor location fixed
  • Various other suppressor locations fixed
  • Dynamic HUD scaling added based on DPI ( Manual scaling removed ) - If you run into sizing issues contact us on Steam/Discord for your feedback.
  • Runtime Audio for Sounds/Music you play updated to latest version should fix some play related crashes
  • Juggernaut Resistance 90 - 95 takes 120% more damage from explosives was 130%
  • Fixed smoke effects for built in suppressed weapons.
  • Made blood gib splash red blood not orange
  • Lowered spitters HP from 260 to 175
  • AX-300 ammo from 800 - 650
  • M98b range 150000 - 9000
  • Adjusted DNA sample so it should fade out at higher camera heights
  • Fixed Skeletal Mesh buildings not properly hiding their healthbar if their health is full and you select+deselect
  • Updated unit 'overhead UI' spawning to be slightly higher for soldiers
  • Updated Chelsey (and LTs) to use a single overhead widget (with icon and healthbar) instead of two separate widgets (that could overlap poorly)
  • Adjusted explosive ammo effect for the LT2
  • Added 'gasoline status' support to the Unit Card Group Widgets- Like with low ammo warnings, low gas warnings will now appear as a status icon next to the Group's name, with the unit card of the endangered unit glowing to indicate this note
  • Updated the UI for the 'attached supplybox' (for things like the Fuel Atlas) to better match the new UI scale
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]
  • Gas Towers sometimes appear at odd heights we are working on a solution for this

[/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! :WinterSmile: 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

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

Patch - 1.1.15.1

[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]
  • Fixed an issue with the Idle Engineer button not properly allowing movement commands if you use it to select an idle engineer
  • Improved checks for showing the Idle Engineer button to prevent some situations where it may permanently become unavailable
  • Fixed up the SHIFT keybinds not working (return to mouse rotate/flip wall, for example)
  • Fixed slow motion not deactivating during the transition to Operator when toggling to the Operator (it would properly 'turn off' when the transition completed, but that's not nearly early enough)
  • Move/Follow commands from the Operator will now shut off 'Run Override' on units, allowing them to walk/run as needed (instead of potentially doing run/stop/run/stop if following while walking): this should also clean up some situations where ordered units would fail to shoot until they reached their target
  • Updated the 'move command' to utilize Trace_Bullet (instead of Visibility) on the crosshair target, so you can properly give attack orders as Operator, again
  • If a move order is a 'run command' but one unit isn't in Run Mode (for whatever reason), no longer will he slow down the entire group
  • Units following the Operator when the player is in Third Person mode will always try to run if the Operator is also running
  • Fixed the Capture Truck's 'unit icon' erroneously switching to 'deployed mode' if you try to deploy it in a fully-infected zone
  • Improved the unit's Overhead Widget to also respect 'unit icon' changes (the Unit Card already did this, but the overhead widget did not)
  • Improved 'Are you sure you want to destroy/refund' popup text querying to be more accurate
  • Fixed the 'building' Damage Resist type having immunity to melee attacks
  • Adjusted the Generator's interaction points on its corners to hopefully prevent infected swinging 'too wide' and just missing
  • Various Main Menu scene optimizations and fixes to improve performance
  • Improved weapon-hiding handling to use a 'Check' function in more areas (rather than just flatly trying to manually hide/unhide at certain times). This helped track down a toggle that didn't need to occur, which was causing civilians (and the new armed Chelsey LTs) to sometimes appear to be holding no weapon, even when they had one
  • Implemented a fix for the FormationMoveHandler breaking patrol orders that consist of only one unit
  • Improved Building 'radial spawn' logic to do a trace+height check on the spawn location, to try to prevent spawning units too high/low (such as on buildings, on the Power Plant island)
  • Fixed unit's 'overhead widgets' displaying empty reserve ammo as 600
  • Fixed Spotlights to no longer check for activating their light before unfold animation (and power registration) completes
    (fixes bug with spotlights built at night turning on immediately, even if there's no power)
  • Operator can now control vehicles and order them around.
  • Cannot A,D,S disabled when in operator vehicle
  • Boosted 'enemy nearby, threat boost' logic for units to have a range of 650 (instead of 250), to better mirror the old Overlap Radius setup
  • Infected invisible structures bug should be fully resolved
  • CERC target acquisition more reliable towards Infected structures
  • Fixed grenades not being able to damage the unit that threw them
  • Night Vision added
  • Overall Night Time Darkness values normalized amongst video options. Higher settings had a more visible nighttime.
  • Fixed MP5SD sounds
  • Turn adjustments improved for various characters
  • Updated HUDWidget so the lower-right visuals will render 'over' the center-popup visuals
    (for resolving things like this: https://discord.com/channels/469412014427602944/986144869590368256/1006974885794435114 )
  • Adjusted the save icon to appear 'above' the Idle Engineer button (instead of to the 'right' of it), to try to prevent minimap 'scale bump' issues
  • Updated nav modifiers around the Helipad to make traversing it easier for soldiers (should help situations where soldiers get 'stuck' trying to climb onto or exit the helipad by foot)
  • Ammo Runners should no longer ignore the Operator in some situations when Operator is in third-person mode
  • Juggernaut rock/car throw- Improved projectile to properly 'explode' on hitting the ground, instead of just rotating in place for a bit
  • Juggernaut rock/car throw- Removed the 'speed limit' on the projectile, so the Juggernaut's throws won't be woefully short
  • Juggernaut rock/car throw- Fixed his aerial aim (had too much 'up offset'), so he should be much better at hitting helicopters
  • Adjusted retainer setup on the unit overhead widget to no longer 'cut off' part of the healthbar/gasoline meter/etc. display in some cases (which could make things look full when they were
    not)
  • Various VRAM reductions to bring overall requirements down. We are still working to lower VRAM requirements.
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]
  • We are aware of some structures being purple at certain heights we are investigating this

[/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! :WinterSmile: Link here
[expand]

[/expand]