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Cepheus Protocol News

AmA on Discord August 14th at 12 PM PST

AmA on Discord August 14th at 12 PM PST in the AmA channel.

Talk to the developers behind CP. There will be three developers from the following sections of development

We will probably add/remove as we finalize schedules for those on the team

Game Director - Robert Smith
Level Designer - Myles Taft
Animator - Justin Patterson

Discord join url:



Bring your questions and see you then!


In case you missed out last developer update video
Watch it here!
https://youtu.be/nVrwXehllzg

The Pathfinder Update Bug fixes - 0.7.118

In case you missed out last developer update video
Watch it here!
https://youtu.be/nVrwXehllzg


[h2]The Pathfinder Update Bug fixes - 0.7.118[/h2]
  • Various floating objects and improper collision assets were refined
  • Chainlink footstep sfx assets
  • Collision system revamp for how we handle interactions between objects
  • Fixed command post truck locations 'blocking out nav' even when Capture Trucks are enabled (it wasn't properly removing its nav in reaction to Capture Truck enablement)
  • Fixed Capture Truck, Scout Drone, and HEMTT purchase buttons not displaying why they're not purchaseable if you don't have the money
  • Updated the Medical Truck and Ammo Truck purchase buttons from the Capture Truck to better display their name when you cannot afford them, and made that portion of text on the button shrink instead of wrap if it doesn't fit
  • Added new 'ThreatBoostToStructures' value to Base_Character, to boost their perceived threat from enemy structures (Used this to make the Juggernaut more likely to target structures, so he doesn't get as easily confused by walls)
  • Updated unit entry to garrison(s) to offset the garrison entry by the garrison capsule's halfheight, so units won't get easily 'confused' when trying to move to garrisons (in short: units are less likely to ignore an 'enter vehicle' order)
  • Brake lights for vehicles that are not moving
  • Made the Capture Truck call-in button 'highlight itself' when it's added
  • Bolstered Chelsey System's hive health by 3x, and made it less vulnerable to fire
  • Tons of Misc level design changes across the board to improve navigation and accuracy of shots
  • Updated Barbed wire meshes
  • Added a new option to the Engineer doctrine for double layered barbed wire


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

Cepheus Protocol Dev Update #7 San Francisco North Update

Our next developer video will be premiering at 9:30 PM PST.

Watch it live here!
https://youtu.be/nVrwXehllzg

The Pathfinder Update Bug fixes - 0.7.117

[h2]The Pathfinder Update Bug fixes - 0.7.117[/h2]
  • Fixed up a proxy actors causing backtracking issues with vehicles
  • Improved move proxy logic between Presidio and Southern Treasure Island via the Dutchman's Bridge
  • Completed a 'loop' of vehicle nav on the eastern side of Angel Island to prevent vehicles from getting confused in the woods
  • Added a move proxy to the southwestern side of Angel Island to resolve a backtracking issue when traveling from Treasure Island South to Angel Island
  • Added a move proxy to the middle of the Angel IslandTreasure Island South bridge for movement between Angel Island and Treasure Island south, to resolve a movement loop created by previous fix
  • Added new vehicle nav to Grid 2 to resolve awkward vehicular movement inside a fenced locations
  • Updated the Command Post trucks to properly reappear if the Capture Truck system is not active (they were erroneously tied to the Chelsey System's presence)
  • Resolved an issue with Tier 2 Gates blocking vehicular travel in certain circumstances
  • Added some rudimentary 'collision ramps' around the Presidio-sided edge of the southern bridge between Presidio and Treasure Island South
  • Fixed some trees near there, too
  • Added some additional vehicle nav to the Grid 10 Naval Base (to fix move orders near the fence messing up)
  • Added more navblockers on the landstrip on the west side of Treasure Island SouthNorth, to prevent units from walking off that cliff or spawning there
  • Added navblocker to a spot between G6G7 to stop soldiers from getting stuck In response to this thread post ( https://steamcommunity.com/app/979640/discussions/0/3057365237538115481/ ):
  • Split the First Names list into three arrays: Unisex, Male, and Female
  • When requesting a First Name, 20% chance of Unisex First Name array being used. Otherwise the first name will be chosen based on the requestee.
  • Added more first names to both Male and Female lists (mostly based on Top 100 Male/Female American first names, favoring shorter names)
  • Updated the Ammo Runner logic to fix an issue with restoring ammo for vehicles
  • Updated Cerberus BMG, Mortar and 105mm to have larger ammo supply costs
  • Fixed an issue where a Capture Truck could claim more than one territory if you interrupt its deploying sequence
  • Implemented a fix for loading Shredder Rounds unlock (or unlocking it fresh) to prevent Chelsey from ignoring the Shredder rounds


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

Zelos(CP Truck) Now live - 0.7.116

[h2]Zelos(CP Truck) Now live - 0.7.116[/h2]
  • CP truck replaced with HUMVEE mesh new animations added
  • Resolved an error with the intra-zone travel system erroneously overwriting the final move command target with the movement proxy value when units cross between zones
  • Updated the Presidio bridges to use two move proxies each, instead of one, with each landmass only referencing the far move proxy
    (this smooths out some move orders and helps confusion or backtracking)
  • New Capture Truck UI
  • Vehicle nav levels updated to reflect feedback given to dev team
  • Fixed the civilians being tagged to spawn move endpoints
  • Adjusted Angel Island move proxies (include bridge move proxies) to resolve some reported move issues (needs more testing but hopefully should help)
  • Fixed the civilians being tagged to spawn move endpoints
  • Fixed a crash caused by loaded units attempting to play a montage before their AnimInstance is initialized
  • Also implemented a fix so Capture Trucks will retry playing a montage if they end up calling this too early due to being loaded
  • Remade missing naval base area marker
  • Improved landmass manager pathfinding logic to better account for the user's nav query
  • Move proxies are now no longer automatically disqualified if no direct path can be found to them (instead, the direction vector towards them has its length multiplied by five, then used in the relative length calculations for determining which path would be best)
  • More considerations are added regarding utilizing intra-zone vs. inter-zone move proxies (so situations like crossing the river between Treasure Island and Angel Island result in still choosing a proxy to assist movement, rather than choosing no proxy and staring across the water)
  • Move proxies between North and South Treasure Island 'split' into two, like with the bridges
  • Intra-zone move proxies marked with the zones they 'link together', for certain move query results
  • Result: Several 'difficult' move issues either been heavily mitigated or resolved (see this post for an example:https://discord.com/channels/469412014427602944/705202412562022400/864928049777606657 ). Still some outlier issues (some refinement needed for Treasure Island North->South movement and vice-versa), but overall movement should be superior to the way it was before this work session


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