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Cepheus Protocol News

Patch - 1.1.11 [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]
  • Weapon Textures adjusted to scale better with lower VRAM cards
  • New Weapon Mesh Dynamic loading system - we need users to test this and see if they encounter any issues relating to new crashes or oddities with the weapons. If this system works out we will push it further to reduce VRAM and overall RAM requirements across the board. Thus allowing a lot more computers of lower spec to play
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

Patch - 1.1.10.1

[h2]Summer Sale Art [/h2]
It would seem Winters cant even get a break when shes on vacation...

The New Early Game + Local Infected Populations are coming in parts this week.
https://steamcommunity.com/app/979640/discussions/0/3192494671075106022/

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Fixed an Issue that was causing FPS drops in Western Treasure Island
  • Further improvements to resolve the Winters duplication bug
  • Spawns adjusted for Infected that were spawning in the floor
  • Atlas now repairs structures correctly now
  • Fixed a Loading error relating to Winters causing a corruption
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]

Patch - 1.1.10

[h2]Summer Sale Art [/h2]
It would seem Winters cant even get a break when shes on vacation...

The New Early Game + Local Infected Populations are coming in parts this week.
https://steamcommunity.com/app/979640/discussions/0/3192494671075106022/

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Build Locations for Angel Island further improved to reduce the No Deploy/No build locations that were reported by our community
  • Minor fix for Charon rotors.
  • SMAW Rocket muzzle velocity increased to its real-life value of 220m/s.
  • Fix for floating trees.
  • Various Performance tweaks relating to the Spawning Logic
  • Fixed some duplicated cars/bad collision
  • Unit Construction reorder rate adjusted to remove jitter
  • Made regular infected gain massively more threat towards structures that they are close to (to reduce situations where infected 'run into walls without hitting them' due to aiming for someone on the other side)
  • Unit Card | Infection Status is now shown via a "red graphic" that will appears more visible as your unit is infected. To check their exact level go to the unit and inspect them in the world.
  • Adding helicopter Rotor Wash effects.
  • Minor change to Cerberus Recoil setup.
  • Added new jump attack safeties to Chelsey (and LT) 'jump attack' AI, for dealing with helicopter attacks (I.E if Chelsey/LT is on a helicopter when its about to land in the water she will jump off to Safety)
  • Fixed the Unit Card Groups to no longer go wider than 6 unit cards
  • Fixed the Unit Card Groups to no longer 'spread out incorrectly' if you click+drag a card to swap its position within its own group
  • Fixed the Unit Cards not properly playing their 'white glow' animation (from being directly clicked, swapping positions, or getting added to the group)
  • Moved the 'keybind tips' from above the minimap of the HUD to the lower right of the pause screen
  • Cleaned out several old widget pieces on the HUD that were unused/deprecated
  • Updated the mission description text to be a bit more up-to-date and helpful
  • Got rid of some non-user visible text that didn't need to be localized
  • Improved safeties to prevent 'duplicate Winter spawns' from occurring
  • Fixed some Spawn Nodes issues in the Military Barracks
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]

Patch - 1.1.9

[h2]Summer Sale Art [/h2]
It would seem Winters cant even get a break when shes on vacation...
Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Adjusted starting camera height in Horde Map 01
  • Hid some assets that were incorrectly not removed
  • Treasure Island Build Locations revised. More adjustments will be coming tomorrow into next week to improve building/deploy accuracy.
  • Adjusted AI combat 'shoot check' logic to do the trace check last, after doing distance/angle checks as needed. It also will now try to 'drop threat' towards targets that we are currently unable to shoot for any reason (other than needing to reload), rather than only if they're beyond targeting range
  • Removed the Vehicle's "share vision with garrison" logic, since that 'breaks' on the perception system (units 'think' they have something visible even if it's behind them due to Vehicle sharing, etc.)
    Result: Units should no longer do really weird 'long range vision lasers' when on helicopters (though their range on helicopters is slightly reduced: we likely need to add a 'vision range modifier' for helicopter garrisoning now, I think). Additionally, combat performance may see a slight improvement.
  • Cut down on the 'startup delays' in the Master BP to reduce the time players have to wait for the startup popup. Expanded upon and used the 'Winter Ref Set' logic in the PC to ensure there's a 'safety' for the player startup in the Open World Master, so the faster startup should still be safe (without having the awkward four second wait until the Deploy screen pops up)
  • Improved the 'packup team into vehicle' logic in the C++ as well (doesn't fully stop the bug reported on the public discord, but that bug shouldn't be encountered in the master anymore, at least, due to the streamlined startup)
  • Made Buildings 'always tick' even when unrendered, to prevent 'unfold failing when offscreen'
    (this shouldn't cause performance concerns due to them shutting off tick after unfold completion)
  • Adjusted several move proxies to better align with the new build location mesh setup
  • Added a new 'move proxy doctor loop' to make units following the Move Proxy system re-check their move orders, to prevent navigation paths from going into odd places. This loop occurs every 10 seconds for CERC units, and 30 seconds otherwise Result: Solo CERC units can circumnavigate the main landmass now seemingly without getting stuck, though this fix needs to be ported to the formation move handler as well.
  • Tracked down and removed an invalid build location mesh reference in G1Military (was massively bugging out the move proxy system)
  • Also updated the build location mesh initialization to report when a mesh reference is invalid, and to 'reject' distance checks from invalid meshes, so it should no longer get freaked out by this happening
  • Added a 'move proxy doctor loop' to the Formation Move Handler. Also improved its move proxy acquisition to function even if its 'move proxy unit' is not currently within a build location mesh
    Result: Proxy system is seemingly recovered, and should function far better than it did in the Tuesday patch
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 - 1.1.8

Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[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]
[h2]Some Summer Art to go with the Season! [/h2]
It would seem Winters cant even get a break when shes on vacation...


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]Patch Notes[/h3]
[expand]
  • San Francisco North was moved out of the Open World Master to reduce user confusion that it some somehow finished (It was added so people interested could track along on how it was shaping up and get a nice Vista in the distance) It will be readded in the future
  • Logic Determining where you can and cannot build was tweaked to produce more reliable results this includes the Capture Truck ( There are still some problematic areas where extreme elevation changes is a problem we are still working this problem internally hope to have a final solution in the next few days)
  • New UI relating to simplified Card system
  • Cleaned up some bridge issues relating to navigation
  • CERC threat system has been improved to make them more spatially aware of their surroundings and which threats should be targeted first
  • (Hopefully) finally fixed buildings not 'unfolding' when loading saves
  • Updated 'face direction after moving' logic (for right click held move commands, and a bit more) to better enforce the direction to face if the unit hasn't recently fired their gun
    (if they're actively shooting, they will still ignore it)
  • Fixed the 'formation move handler' not having enough 'walkable floor angle' to navigation our world - it now has a proper 60 degrees value (along with some other fixes), preventing it from getting 'stuck' when trying to walk up certain sidewalks or other angle issues (pretty massive fix to several pathfinding issues)
  • Updated the Helipad to use 'null nav' rather than obstacle nav for its 'unwalkable' areas, to prevent units from thinking they can 'walk up the sides'
  • Resolved an issue with Engineers who are 'already in position to construct something' sometimes failing to do so (the 'overlap' was triggering before its signal was tied to 'start construction' - now, it's fixed)
  • Updated the Tutorial Slides to no longer spawn since we will be doing newer tutorials in the future and they are outdated
  • Fixed building construction points erroneously acting against the Guard Tower capacity
  • Load Game / General Performance tweaks

[/expand]

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

Cepheus Protocol Anthology

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
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
Don't forget to wishlist!
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/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:
Link here
[h3]New Posters up[/h3]