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Cepheus Protocol News

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The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build.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

Patch - 0.7.130.4

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

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]
  • Added new Police Cruiser into the map
  • Improved View Distance Models for when your moving around the island. Won't look like Google Maps anymore!
  • Further Performance improvements to stabilize framerates
  • Further collision fixes for stadium in presidio
  • Rebuilt collisions for Stadium Wing and unchecked "Generate lightmap UVs" for 3 buildings in downtown TI. Hotel, Arboricole, and Hospital Terminal to remove purple textures.
  • Updated vehicle nav agent so vehicles can get past each other more efficiently instead of giving up
  • Fixed an issue with Infected becoming 'immortal' if they were Civilians who succumbed to infection after entering a Civilian Hold
  • Added a crash fix to the new CPCrowdAgentComponent (via IsValidLowLevel check)
  • Updated the Chelsey Radius to 'move to' its Hive's location upon hive being built (so Chelsey/Lt in question will stick around their hive)
  • Improved Chelsey AI logic to: No longer 'fail' to find roam locations when inside radius
  • To properly try to move back to territory when too much time has been spent outside of it (instead of getting stuck)
  • To try to 'move around' if starting to think they're stuck, but not moving
  • various weapon balance changes and Infection Pods were buffed for weapon resistance and overall health.


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/