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Cepheus Protocol News

Patch - 1.1.17.5 [ New Early Game Experimental only]

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


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

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

Known Bugs
(Click Show details for a full breakdown of the changes)
[expand]

[/expand]
[h3]New Versioning Number system[/h3]
[expand]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[h3]New Roadmap system [/h3]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

[h3]Cepheus Protocol Anthology[/h3]
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
[expand]
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]

Patch - 1.1.17.4 [ New Early Game Experimental only]

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

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

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

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

Known Bugs
(Click Show details for a full breakdown of the changes)
[expand]
  • Units sometimes seem to ignore units behind them unless you manually face in their direction.

[/expand]
[h3]New Versioning Number system[/h3]
[expand]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[h3]New Roadmap system [/h3]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

[h3]Cepheus Protocol Anthology[/h3]
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
[expand]
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]

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
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[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
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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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[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
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