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Cepheus Protocol News

Patch - 1.1.15 [ Community Opinion/Poll ]

How was Patch - 1.1.15?
Did it fix performance for you, fix critical bugs? Tell us your thoughts so we can plan accordingly for next week!

Its our goal to transition towards 1.2 sometime this coming week so we can finish civilians in August and move onto Faction in September.

If not tell us more in 🔧pb-bugs(Discord) in the comments on the straw poll or just on Steam as comment to this article.

Thanks!
https://strawpoll.com/polls/40ZmdvEk4ga

Patch - 1.1.15

[h2]Patches included in this public release[/h2]

https://steamcommunity.com/games/979640/announcements/detail/3383911090958935367
https://steamcommunity.com/games/979640/announcements/detail/3372651457294815461
https://steamcommunity.com/games/979640/announcements/detail/4966924542602570168
https://steamcommunity.com/games/979640/announcements/detail/3369272491237192348
https://steamcommunity.com/games/979640/announcements/detail/3346752589127785880
https://steamcommunity.com/games/979640/announcements/detail/3346752589123707741

[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]
  • Horde counter not working fixed
  • Faction Horde crash fixed based on user feedback from Discord
  • Touch-up of former bridge locations on Treasure Island
  • Chelseys LT Ai were tweaked to have better controls for guns/melee
  • Fixed logic so anti-helicopter jump attacks no longer break shooting logic (or vice-versa)
  • Updated the Doctrine Button's text display to use a Retainer instead of Invalidation (invalidation was making it unstable)
  • Removed the invalidation box around the Objective button's text (was breaking things)
  • Fixed unit's interaction widgets disappearing if units enter a garrison, then leave
  • Updated the Doctrine Button's text display to use a Retainer instead of Invalidation (invalidation was making it unstable)
  • Removed the invalidation box around the Objective button's text (was breaking things)
  • Added more menu prompts for video options
  • View Distance models for the city vastly improved
  • Auto configure graphics added to advanced options
  • Fixed an old enum reference in Base_PlayerStructure that broke to reference 'none' instead of 'Juggernaut' for squish-related logic (so pilots, minigunners, etc. should no longer squish barbed wire now)
  • Fixed the 'tower garrison display' not properly setting the Weapon image on the tower occupant display when opening the widget afresh
  • Updated logic for weapons, so a weapon can manually define its suppressor-attach-transform without relying on sockets to fix suppressors sometimes floating
  • Improved some snappoint logic (for wall construction points) to respond better when loading saves (not use the wrong mesh, etc.)
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! ːWinterSmileː Link here
[expand]

[/expand]

Patch - 1.1.14.4 [Experimental only]

These are patch notes for the newly "opened" Experimental Steam Branch. Experimental will operate as followed:

We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public.

The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period.


We will be having 2 more batches of Experimental before we switch to civilians in 1.2! We hope to have done both "batches" by early next week but it just depends on how stable these two tests go.
#1. Further Optimization / Operator Finalization
#2. Medium Atlas Tower / Revised Weapon Buying information Window

[h3]How to use Experimental [/h3]
[expand]
Discord Steam Forums Experimental will stay open at all times going forward.
How to Opt-in

New Operator is now in

[/expand]

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • New graphics settings were added for Medium-Low end machines please tweak them ASAP to get the best performance. Global Illumination should be lowered for lower end machines as with Shadows Quality. You should see huge gains depending on your hardware
  • Fixed some nav issues with gates
  • Updated the construction actors to dynamically spawn their 'construction progress meter' instead of always having it even when there's no construction progress
  • Updated the progress widget and 'autofiling progress widget' to no longer use retainer roots (since retainers were 'breaking' them and making them almost always look 'full')
  • Further fixes to stop units from getting stuck on constructed objects
  • Invisible barrier issue for walls is fixed(Floating units)
  • Fixed Turrets in any capacity eating frames and making overall performance worse
  • Grenade Throw Crash should be resolved
  • New LT models added (Pending some new AI)
  • Death Gibbing added with an initial 20% chance to occur on death
  • Map has been vastly improved when zoomed out in terms of quality will be tweaking this further
  • Main Menu performance/Overall Performance should have been boasted another 10-20% depending on your hardware
  • Silencer Damage graph added for all weapons to give some kind of "Fall back" for being silent
  • Overall Recoil for TPS operator refined when shooting
  • Rotate in place added for when firing in a new direction for TPS Operator
  • Spitter health changed from 435 to 260
  • Fixed Freelook having 'pan enabled' while the mouse cursor is invisible (mouse should return to center of screen while freelooking, now)
  • Pod threat lowered so units don't always shoot them over normal infected
  • UI performance tweak across the board
  • Fixed the ActiveDenialSystem not properly showing its power status when selected
  • Fixed the Turrets not properly showing their need for power if constructed without being near to sufficient power
  • Fixed the ADS's 'power wire connection spot' being too high
  • Fixed the ADS not properly showing its power widget if it's constructed with no access to sufficient power
  • Adjusted power widget position for generator
  • Fixed the Operator 'intercepting' B-key presses: toggling to Operator should now only work if you select the Operator and hit the appropriate key
    (toggling out of Operator is still B)
  • Fixed up the Wall healthbar to use an invalidation box (instead of a retainer, which was breaking the percentage)
  • Fixed up the Wall healthbar to properly update when loading in
  • Death Animation system improved so units no longer "pop" upwards when they die anymore and perfectly transform to the ragdoll state.
  • Operator Updated ironsight code so it doesn't zoom camera out when reloading + added a new face rotation system for when shooing hipfire
  • Added it so when a single Helicopter is selected and you right click a Helipad built by you it will auto fly to the pad and land there correctly from user feedback from a AmA.
  • Added move-preview support logic to Helipad 'right click to move helipad to land' logic
  • BKP-50 given to the Swat Infected Operator
  • Silenced Pistol temp given to the Fenrir Infected Operator
  • Operator can no longer walk through allies
  • Shrunk the Distance Ammo Supplies from the Atlas will attempt to refill units based on Steam Community feedback threads
  • Fixed units having a 'mouse hover' effect around them if you were mouse-hovering the vehicle they were in when they exited said vehicle
  • Flare mapping issue resolved for Assaults
  • Charon HP increased from 500 - 1500
  • Merlin Increased from 600 - 1800
  • Shawnee increased from 160 - 1650
  • Updated the 'load game' menu to sort its entries by their save time (with latest played saves being
    first)
  • Added a 'delete all saves' button to the Load screen (it still has a 'are you sure' popup, don't worry)
  • Updated the Pandemic Load menu to asynchronously load upon opening up, to show the loading taking place (rather than freezing up your game entirely when you hit Load)
  • CERC enemy Sharing logic turned off since our "detection" system changed recently causing a lot of issues where CERC would get their targets overridden by units near them.
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! ːWinterSmileː Link here
[expand]

[/expand]

Patch - 1.1.14.2 [Experimental only]

These are patch notes for the newly "opened" Experimental Steam Branch. Experimental will operate as followed:

We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public.

The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period.

Discord Steam Forums



Experimental will stay open at all times going forward.

How to Opt-in


[h3]We will be having 2 more batches of Experimental before we switch to civilians in 1.2! We hope to have done both "batches" by early next week but it just depends on how stable these two tests go.
#1. Further Optimization / Operator Finalization
#2. Medium Atlas Tower / Revised Weapon Buying information Window
[/h3]

New Operator is now in


Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Tree Collision across Western Treasure Island improved to fit the physical object better to stop navigation related issues
  • Infection Resistances improved for CERC units
  • CERC units when "Converted"/ "Infected" will gain a higher damage resistance when they are turning and then revert to their CERC tables since they are armored
  • Pod resistance towards small firearms reduced so explosive weapons are typically always preferred like SMAWS/Flamethrowers etc.
  • M249 Added for the Heavy
  • Shotgun spread/damage rebalanced to make them actually effective in Close-Medium range
  • Fixed PlayerController 'sorting of units for move orders' to put helicopters 'last' when issuing move points (to be congruous with what the Formation Move Templates expect)
  • Fixed a problem with Spine Turrets never being constructed. And added a safety to 'kickstart' it on old saves (may not have been needed, but it should ensure spine turrets start getting built again on old saves)
  • Updated the 'structure name hovertips' (from hovering over structures) to disappear if that structure is destroyed, or if you pause the game
  • Fixed the MG Turret and Missile Turret being buildable even if you don't have enough money for them
  • Added speculative fix towards Ammo drops 'constantly playing ammo fill noise' even if the units near it are full on ammo
  • Added minor safety to RotorWash effect parameter to lower overall cost for helicopter caused winds
  • Blowup guys rebalanced so they are more effective in "blowing up" Destructive gibbing added
  • Adjusted the 'distance tolerance for breaking speed limit' on the Formation Position actor, to make move orders 'in walk mode' make units not want to break 'walking speed' (and thus potentially make too much noise?) unless they're really far from their assigned formation position
    Result: Formation move orders, when not running, prefer to 'slow down (as a whole)' rather than speed up individual units, keeping the move orders from breaking 'walk' speed
  • Updated some Spine Turret initialization settings and AI settings to make it a bit more reliable in its targeting
  • Updated the new Formation Movement to respect the Formation Distance buttons
  • And had to include a
  • weird* fix for CTRL move previews
  • Also adjusted some helicopter 'formation position width' so they dont clip inside each other when giving move orders
  • Improved Circle Up formation:- Now mathematically will add 'inner circles' as required, starting when you hit 16+ units. It will then add circles outward while making sure the outermost circle is always 'full'. The 'leader position' will be at the front of the outermost circle.
    (this took a decent amount of math to do)
  • Fixed the 'helicopter-only' move orders always moving at 'max speed' instead of trying to get into formation
  • Added a new set of logic to the Formation Movement Handler to try to 'lockstep' helicopters in helicopter-only-move-mode, then to 'take the foot off the brake' once they're lined up
  • It works in a lot of good situations, though over long move orders or around buildings they can desync. Still, it's far better than the start/stop they had before
  • New Infected meshes are added
  • Shredder Rounds DNA is now 650
  • Updated Runtime Audio Plugin with more fixes from my thread with them
  • Engine Rendering Method switched to TAA from Temporal Super Resolution (Was causing blurriness issues)
  • Fixed up GrenadeCapable accessing with an 'accessor' function to make it safe (fixes array-index crashes)
  • Refined Music Player UI slightly to allow local volume setting.
  • Fixed the Vee formation having a position 150 times farther away than it should
  • Fixed a few issues with FireMode that could cause infection pods/towers to remain invisible even when in vision range
  • Added logic to the Helicopter-only formation movement logic to 'slow down' if the formation needs to dodge buildings, allowing the unit to 'reform'
    -Removed the 'helicopter-only move orders slow down when dodging buildings' change to formation system
  • Performance improvements to Widgets/UI across the board to improve game overall performance. In our testing we saw FPS improvements up to 40-60% in most cases.
  • Fixed an issue w/ formation movement malfunctioning (there was an uninitialized vector)
  • Added tick optimizations based on LOD of weapons configurable on a per weapon basis to bring down overall CPU utilization
  • Improved 'double-click' responsiveness to be much more reliable
  • Adjusted the 'double-click' run response to not cause units in formation-moves to 'slow down for a moment' if they are in Run Override (from the command button)
  • Improvements to Animation system to stop units moving in place when they stop for a few seconds.
  • Further Optimized Animation system to get more performance
  • Turret UI optimizations
  • Fixed certain graphics settings forcing a LODBias that made the game visually worse
  • Fixed the skeletal mesh-type buildings keeping their 'old healthbar widget' despite it no longer being used
  • Fixed up the healthbar height on the Custom Sign
  • CERC units can be seen through walls when in TPS mode
  • Collision to cars/trees fixed in various spots
  • CERC units can now be commanded by switching groups via 1-9 and then issuing an order via the directional keys on your keyboard.
  • Fixed Ragdolls "hiccupping" when they die sometimes via death animations
  • Critical point system expanded to the Spitters/Blowup guy(headshots, legs, arms & chest
  • Added Spitter death effects.
  • Updated the Formation Move Handler setup to make units more 'snappy' in following their move positions when following the Operator (and to properly detect when the Operator is running
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
[h2]New Versioning Number system[/h2]
[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]
[h2]Letter from the Producer[/h2]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[h2]New Roadmap system [/h2]
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

[h2]Cepheus Protocol Anthology[/h2]
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]
[h2]Swag Store [/h2]
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]

Patch - 1.1.14 [Experimental only]

These are patch notes for the newly "opened" Experimental Steam Branch. Experimental will operate as followed:

We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public.

The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period.

Discord Steam Forums



Experimental will stay open at all times going forward.

How to Opt-in


[h3]Expect the first Step of the new Early game [Localized Infection Spawning] live on Experimental Wednesday-Thursday for feedback![/h3]

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Added a fix to the Formation Templates to not try to 'offset' units if there's only one unit to read (so they just move to 'mouse pos', so to speak)
  • Formation System improved to dynamically nest/create new ones that follow tightly along other formations
  • Grenade/Blowup guy explosion radius improved so they are more accurate and balanced overall.
  • Blowupguy effect added for when they die
  • Fixed up Circle Up 'breaking' a vehicle position in soldier+vehicle move commands
    Updated the Atlas 'vehicle box' size to better envelop the vehicle (so its length is better calculated to include the front of its cabin+bumper)
  • Updated formation position handling: Vehicle 'formation length' even further improved, with each 'pair' of vehicles being measured lengthwise to ensure proper positioning (without being majorly behind the soldiers, in a mixed-unit order)
  • Soldier 'formation length' improved to dynamically measure how far back the soldiers go, so vehicles can be properly set behind them (rather than set way behind them)
  • Fixed Medical facility and ServiceDepot disappearing when near the edge of the screen.
    Minor decal placement fixes in TIG04
  • Helicopters now are in their own 'formation group' when issuing combined unit move orders, and will now be 'above' your other units (instead of 'behind')
  • Fixed up 'vehicle only' move orders having a 'half-vehicle-length' offset behind the mouse click position
  • Added some logic to make the custom sign 'customization popup' disappear if its owning sign is destroyed
  • Fixed PlayerController 'sorting of units for move orders' to put helicopters 'last' when issuing move points (to be congruous with what the Formation Move Templates expect)
  • Updated width-calculation logic to function for Formation Move Templates
  • Shotguns buffed to have larger spread cones to be more effective overall
  • Juggernaut resistance towards bullets greatly increased
  • Added some extra logic to make helicopters not try to go too high/too low on move completion
  • Improved 'direction facing' on move completion
  • Fixed a problem with Spine Turrets never being constructed
  • Added a safety to 'kickstart' it on old saves (may not have been needed, but it should ensure spine turrets start getting built again on old saves)
  • Updated the 'structure name hovertips' (from hovering over structures) to disappear if that structure is destroyed, or if you pause the game
  • Fixed the MG Turret and Missile Turret being buildable even if you don't have enough money for them
  • Fixed up the Field Turret buttons not properly displaying their price if you cannot afford them
  • Added speculative fix towards Ammo drops 'constantly playing ammo fill noise' even if the units near it are full on ammo
  • Added minor safety to RotorWash effect parameter sets on BeginPlay.
  • Lowered how much gas all ground vehicles consume when driven,
  • Crash fix for blowupguy killing infected near him
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
[h2]New Versioning Number system[/h2]
[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]
[h2]Letter from the Producer[/h2]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[h2]New Roadmap system [/h2]
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