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Cepheus Protocol News

Maintenance Update towards Civilian Management/Factions - 0.7.130

Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3095664226109912423

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/3095664226117841231

The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build.

[h3]Change list[/h3]
  • The smaller Treasure Island map has been deprecated so we can focus on Open World fully with our teams limited resources. We have pushed for a lot of optimization fixes in this patch to allow open world to fully shine on all configurations. We expect in the future to allow smaller map versions that are playable smaller versions of Treasure Island potentially in the future if there is a demand.
  • Various optimizations.
  • Instanced parking barriers throughout all grids.
  • Deleted some left over infected buildings.
  • Speculative crash fix for an issue camera following
  • new firearms sfx
  • Simplified Chinese is now supported change this in the game options (More languages will be coming soon)
  • Speculative fix for crash with 'ClearSpawns' in the SpawnNode
  • Repainted Sparrow to CERC colors.
  • Fixed up some invalid references for the new Infection Zone setup for the Angel Island zones
  • Replaced Taxi with new model.
  • Updated some of the behind-the-scenes pod-spawning logic to better integrate with the building pod system (and custom pods for custom pod locations)
  • Updated 'initialize unlocks' logic for the Player Controller to hopefully not overwrite data
  • -Started updated the Faction system to allow classing any faction as a 'CivilianFaction' (so multiple different individual civilian factions can be created)
  • Started on 'InitialFaction' logic (w/ saving+loading), for better ability to have units 'revert' to their original faction if needed (such as when civvies join the player, then leave)
  • Added speculative crash fix in response to https://discord.com/channels/469412014427602944/708293877538488410/927865236873171006
  • Created 'initial faction' tracking logic (primarily for reverting civilians to their initial faction after they join the player, but then leave due to garrisoning or some such)
  • Started updating the Civilian Faction Archetype to prep for being used, after some brainstorming
    Revised collision more work is needed but basic first pass on base systems
  • Fixed a loading crash when loading a game where some spawn pod locations may not match the version where the save was made
    Improved Infected + Vehicle movement and fixed navigation that was improperly building on top of some vehicles
    cursors fixed/ further refinements to visibility + weapon attacking and unit collision + All AI converted to
  • Updated safety for the Spawn Node 'clearing' logic in response to a crash report
  • Updated the shooter pawn melee to only knock over things that bullets could (instead of possibly being able to ragdoll things like Chelsey)
  • Updated civilian spawning to not occur while loading is going on (resolves an issue of 'un-factioned' Civilians spawning before the factions are loaded)
  • Grenade logic slightly simplified to make them more reliable: prevents the new collision settings from causing a 'dud grenade throw' if you aim the grenade directly onto a unit
  • Fixed garrisoning of units causing the right click arrow to pop up no matter what
  • Fixed a crash w/ Right Click
  • Ported over Double Clicking to the native engine Double Click detection
  • Also added special case for a double-click on a 'rotate arrow' release
  • Fixed up the Power Component 'radius visualization' mesh logic for Building_Base: it shows up now for wire mode, instead of not appearing at all
  • Fixed the 'builder' preview radius for sprites (such as Barracks' ammo radius sprite)
    Added in New thunderbolt asset for airstrikes
  • Cleaned up vehicular spawning logic for Building_Base
  • Improved button 'diagnose disabled' logic to properly show
  • why* you cannot build a specific building, under the new system (i.e. price, unlock required, etc.)
  • Also fixed up a 'horde mode' check controllers now dynamically attach to their pawn revised ini file and collision settings
  • New experimental Tiled Water setup.
  • Adjusted 'SwapOwnCard' in the Unit Group widget as a speculative fix for a crash
  • Added a new 'ConstructionRadiusMultiplier' to building stats, to resolve an issue with some buildings being 'too large' for the regular construction/repair radius
  • Fixed up 'build radius visuals' for buildings
  • Fixed up the new Building System to properly add buildings into each Infection Zone's tracker (this also restores the 'civilian gather around base' functionality)
  • Hooked up logic to have the Power Pylons show their 'power radius' when constructing them via the builder
  • Fixed up the shops button display of Building Data, so subbuilding construction (for civ hold, for example) will have proper hovertips again
  • Updated music player to properly rewind and virtualization was changed so zooming in and out wont permanently break music anymore.
  • Fixed power power auto connecting & added debug strings to perception. fixed grenades not interacting with pawns, fixed the JLTV turret not spawning correctly
  • Presidio Grids 1 and 2 updated and optimized.
  • Corrected and improved collision for buildings. Selection for buildings should be a lot more accurate
  • Implemented 'keyboard rotation' for building construction
  • Added a keybind-popup widget for the Sandbag Builder (when constructing non-walls)
  • Added 'wall flipping' to the Wallbuilder by pressing SHIFT
  • Improved localization a bit for the Sandbag Builder Keybind Popup
  • Added a Wallbuilder Keybind Popup
  • Fixed up a collision issue on walls that made 'tower snapping' more difficult
  • Added 'wall flipping' to the sandbag builder when actually building sandbags/barbed wire
  • Fixed a minor localization issue w/ Sandbag Builder keybind tips
  • Added a 'click safety' to prevent box selection from getting 'replaced' if you release the box when over something else that's clickable (like a building)
  • Started on implementing the actual logic for the Spotlight under the new building system
  • New system should break a circular dependency on NightDay/GameStateBP
  • Needs new vision logic under the Perception Component update, and proper settings for its Spotlight Component: making this commit before reverting to check those stats
  • Dug up the old Spotlight Component settings (performance et al) via SVN and re-applied them to the new form of the Spotlight building
    further localization vetting , Widgets adjusted that shouldnt have been flagged and resolved cook errors relating to how the constructors were setup for the controllers
  • Started cleaning out some circular dependencies
  • NPC's can now hear music/SFX played from radio sources + Standard infected warping through the map have been resolved
  • Started updating perception system 'team index' logic
  • FactionManagers now contain an 'attitudes array' describing their attitudes towards each member of the FactionRegistry in the GameState
  • Used the Attitudes Array to properly have relatively cheap 'team checks' for the perception system
  • Set up 'reregistration' of the StimuliSource for characters when they switch teams (i.e. CERC to infected) so units can switch affiliation then properly be targeted for being on a different team if needed
  • Updated CPSight sense logic to not only filter out teammates when LOS checking for enemies, they also now will not even try to trace to teammates (saving a lot of performance, likely)
  • Added logic to deregister units from the Perception System (centralized to the GameState)
    Units will deregister themselves on death
  • new shotgun and sniper rifles sfx
  • swapped car alarm sfx for new one
  • Added a 'bRadialVision' value to the PerceptionData struct for AI Controllers
  • Hooked this up to the CPSight sense so the sight perception can be radial if desired (and used this to make vehicles have radial perception vision)
  • Cleaned up the Spotlight construction 'no build zone overlap' warning widget popup logic to function (so if the player's spotlight overlap zone on current spotlight construction is overlapping a zone from another spotlight, the widget will now appear)
  • GameAnalytics updated to latest build
  • Hid the body mesh underneath and fixed the position of the walkie talkie for dead bodies
  • New Jobsite Buildings and material
  • Updated infected so that when they turn anyone they get the proper collision preset
  • Added a fix so whenever an actor says 'RightClickHandled' to the PC for clicking on it, it'll 'clear' the rotation arrow logic from starting up if you have a unit selected (note: it still functions if you HOLD right click down, however, as it probably should)
  • Fixed some invalid 'PCRef' references in the Base_PlayerStructureBP (may have been breaking some power logic)
  • Fixed the Communications Trailer 'fold animation' not functioning properly (had incorrect blend settings)
  • Fixed several issues with the TUGS: it had the CERC shop, it was blocking construction in its detection radius, and [TBD] it had a 'field turret base' in its construction preview
  • Fixed up Rally Flags improperly spawning on most building types (it should only spawn on 'shop' buildings
  • Added crash safeties for DoMeleeAnimation and 'OnClick' bindings for Base_Character and Base_Structure
  • Minor visual issue with Player Structures in Wire Mode now (red rather than white lines), but this resolves several issues they had before this merge
  • Fixed the 'SpotlightOverlapZone' blocking construction of other building types
  • Fixed Spawn Location values for Motor Pool and Command Tent
  • Fixed auto-wiring not working for buildings
  • Fixed the 'base mesh' of the Field Turret 'construction hologram' not responding to mouse
  • Fixed the 'construction radius' for Field Turrets (and likely sandbags/barbed wire) not functioning correctly
  • Fixed buildings improperly 're-adding' themselves to the Building-tracking array in Infection Zones (this temporarily 'broke' construction of 'one-per-zone' buildings, and likely caused other bugs I didn't spot before resolving)
  • Boosted character movement depenetration stats to try to stop units from getting stuck - it doesn't stop that, but it does seem to help a bit with units getting 'unstuck' if they get stuck inside one another
  • Merged together some of the Healthbar show/hide logic for Base_Structure, to resolve an issue with player walls not showing healthbars correctly, and buildings not showing healthbars when selected
  • Fixed up player wall double-click logic to function once more
  • Updated units to not be blocked by the 'Construction' collision channel
  • Updated construction 'holograms' for repair points (for rubble walls) to not block unit movement
  • Updated Pods' "GetInteractionPoint" logic to return Attack Points (so player units can shoot at them properly)
  • Updated Chelsey to no longer 'swap AI refs' based on Chelseys System's presence (the 'swap' logic stopped working for some reason, and without this fix she'd be braindead)
  • Updated radial vision logic to no longer erroneously 'see everything'
  • Also updated vision initialization and 'ToggleRadialVision' call to be more consistent
  • Updated Helicopters to have a separate AI class from ground vehicles
  • Used this to give them a vision range similar to what they used to have
  • Fixed Infected minimap points not disappearing when the Infected themselves were re-hidden in the Fog of War (from player losing sight of them)
  • Fixed a collision issue with bridges that was preventing units from crossing
  • Added additional exit sockets to the Sparrow to make degarrisoning-while-landed safer for it
  • Improved some degarrisoning logic to make it safer and reduce chances of units getting 'stuck' in one another
  • Also improved degarrison position for Springbok
  • Adjusted 'rubble mode' logic for Bridges to properly clear out some of the secondary actors that help it function in 'destroyed' mode
  • Improved 'repair building' logic to not force units onto the Building's root position (resulting in units 'going inside' when repairing)
  • Made Engineer welding no longer ignore 'collision sweep', so engineers should no longer meld together when working on the same project
  • Fixed a bug which caused a unit selection consisting of grouped and ungrouped units to 'ignore' moving the ungrouped units
  • Fixed up some infection tower targeting points
  • fixed TI park bridge nav.
  • Further localization cleanup & improved the culture loading. Increased the side of the YT video player + added an FPS limit when a Youtube video is being played
  • Fixed several 'minimap offset issue' when zoomed in on the large minimap
  • Updated Chelsey Radius to no longer 'spawn initial infected group' when loading a save game (which was resulting in a bunch of ~70-90 infected appearing every time you load a save)
  • fixed infected becoming unkillable when they are knocked down
  • locked the ability to toggle to RTS mode while customizing a weapon
  • Fixed some targeting issues that likely were culling buildings (like pods) from being targeted in some situations
  • Fixed up Mortar autofire logic (used for the AC130 autofire) to be able to target structures again
  • Improved level LOD quality
  • IgnoreActorWhenMoving Was added to grenade base to make them properly ignore the pawn throwing a grenade
  • Improved some AI targeting logic to utilize proper 'get target location' calls, now that the target being a pawn is no longer required
  • Removed a 'NoiseResponse' check when seeing about adding a unit as the first unit into our SeenList
  • Fixed Pink LOD issue with Road Bridges
  • Replaced the blood effect from 'fired spines' from a Spine Turret with a (hopefully) less graphically-intensive particle effect
  • Fixed up cursor logic for Field Construction/Building Construction (so the construct or repair cursor will appear when selection is correct and you're highlighting something to build or repair)
  • Fixed up an issue with GarrisonVehicle logic not functioning on the Civilian Hold subbuildings (removed a duplicate pointer to the GarrisonVehicleTemplate and fixed references after)
  • Fixed up the collision settings for 'explosive friendly fire safety' logic (so units with grenade launchers/etc. should no longer blow up their allies, unless you have that option turned off in the ROE)
  • Sped up the 'end rappel' montage for fast-roping, so units won't get 'caught' in one another when multiple units fast rope off of the same rope
  • Fixed an incorrect 'shop string' in the Command Tent's shop data asset
  • Updated 'bRotateToShoot' "false" logic to properly allow units that have that as false to be able to shoot without rotating or being forced to rotate
  • Further improved 'dump garrison' logic for vehicles to make it safer when dumping a large number of units at the same time
  • Updated civilian 'backup spawn location' to 'fuzzy' the spawn location a bit to try to counteract the 'civilian tower' spawning issue
  • Fixed horde map issues of it not starting up
  • Added a 'TemporaryHelicopterNoFlyZone' to try to clear airspace beneath spawned vehicles that are parachuting in
  • Fixed up the vehicle 'parachute in' logic:
  • Has timeout safety
  • Has fixed numbers (due to the PC's new logic for spawning units 12000 units in the air), to prevent spawning them
  • super* high and making them forget where the ground is so their parachute fails to unpack)
  • Fixed the Localization to properly gather text from C++
  • Improved fast rope logic to use a separate 'sockets' array so adding additional exit sockets won't break fast roping
  • Used this to fix the Sparrow's fast roping, and set it up for the Merlin+Charon as well
  • Fixed the Capture Truck not being buildable
  • Improved degarrisoning 'dump' logic further to better use the nav system queries (fixes 'dump' command for Charon)
  • Fixed the Command Tent not having a notification for when it comes under attack
  • Fixed the MG Turret not being able to have a full magazine
  • Reduced safety timer for vehicles 'landing' after being called in, in case they somehow get stuck
  • Fixed the Medical Facility healing nearby units even when unpowered
  • Fixed the building 'check for nearby units' logic to properly initialize in order to not 'exclude' units who were already in range when the building was constructed (this resolves issue with Medical Tent not working)
  • Fixed the Barracks allowing weapon market usage even when unpowered
    Updated sight components for logic errors + fixed civilians the wrong vision cosine when infected
  • Worked w/ Robert to make a smoother version of Vehicle 'parachute-in' logic
  • Moved a Spawn Pod in Grid 8 that had targeting issues
  • Improved Shawnee turret targeting:
  • 360 degree targeting now
  • Improved Shawnee flashlight range
  • Adjusted Shawnee turret flashlight to not get 'occluded' sometimes by the body of the Shawnee
  • Fixed electric walls not being able to be upgraded into electric gates
  • Fixed up wall snappoints erroneously 'blocking' themselves from appearing by 'overlapping' their owner
  • Added a fix for civilians being 'inconsistent' for your units to see (they weren't using SeerList logic)
  • Enhanced the Motor Pool's radius to properly start repairing nearby vehicles, and not to display the vehicular weapon market if the Motor Pool is unpowered.
  • Fixed up Medic/Engineer AI to use 'OverlapMultiByChannel' rather than ByObjectType, to utilize the Pawn channel (and resolve Engineers failing to repair nearby vehicles)
  • Fixed up collision settings on repair sphere on the Repair Atlas, so it can detect nearby vehicles again
  • Improved 'right click on minimap' logic so the trace is less likely to fail (it may have been failing simply due to too great a difference in height when tracing, so the trace starts higher and goes much lower now)
  • Added a crash fix for a delegate bind that wasn't safely done
  • Continued experimenting with making units 'not be able to see teammates': found a solution that seems to assist performance instead of harm it
  • Ported some logic around to make sure that civilians get 'in-world overhead infection widgets' when they're infected (player units do not have this yet, though)
  • Started on the UnitBunch class for making perception system cheaper
  • Fixed the White Phosphorus collision so it can damage things again
  • Lowered the travel time of AC130 (Dragon Gunship) call-in rounds to 2.5 seconds (from 3 seconds), so it's more accurate. Slowed its rate of fire by half a second, to compensate.
  • Improved SeenList debugging and added new bool to Base_Character bSeenListDebug for showing logs related to SeenList entry removals.
  • Used this to track down a 'SeenList double clear' issue that was causing units who successfully killed an enemy to erroneously 'double clear' and remove another entry from their seen list (resulting in units just 'standing around' despite seeing clear targets in front of them)
  • Additionally functionalized some more of the SeenList logic in the AIController, which hopefully will reduce the number of traces used to verify targets
  • Continued updating the UnitBunch logic to track units that have Perception enabled, and to 'enable perception' on more as needed
  • Fixed a crash when launching into the master w/ Factions enabled
  • Fixed the Faction Construct points not having 'character spawn locations'
  • Fixed Spitter's projectiles 'hitting themselves' rather than moving towards targets
  • Fixed beta Factions having 'black color' as their faction color
  • Presidio Island lights audio volume fix
  • Converted the Infected Normal, Spitter, and BlowUpGuy Classes to use CrowdFollowingComponents instead of PathFollowingComponents
  • Added logic to make the DoubleClick call cancel out the 'start up rotation arrow' timer if we're not already in Right Click Rotate mode (stops double clicks from sometimes erroneously starting a rotation command)
  • Fixed up dynamic civilian factions not properly registering as enemies of the Infected
  • Continued updating UnitBunch logic
  • Added Spawning logic to make UnitBunches get dynamically created and managed by SpawnNodes, based on when Infected register/unregister from said Node
  • Further reduced the amount of 'perception units' in the UnitBunch system, to make infected cheaper
  • Adjusted SpawnNode radii in the Master, to make defense responses more likely (player units
  • must* be overlapped for defense responses to work)
  • Made some Defense Response logic fire off even if cooldown timer(s) are running, if there are no defense infected deployed
  • Boosted Defense Infected 'minimum lifespan to clear' to 90 (from 50): saw multiple situations when testing where defense infected were cleared before they reached their target, due to the larger zones used relative to when this system was first made
  • Added a safety in RightMouseKeyHandler to 'clear' the 'block right click release' when 'right click pressed' to stop somewhat laggy situations from erroneously blocking a move command when double-clicking after having double-clicked
  • Fixed the Double Click Effect actor (the red 'dot' that pops up on double clicking) interacting with collision
  • Fixed the 'version indicator' at the top of the HUD blocking mouse clicks
  • Moved a truck in the Master that was overlapping a tree (in G3Marina)
  • Adjusted InvisibleWall collision preset to block vision, bullets, and Fog of War sight
  • Adjusted some settings on Tree actors (no change to stuck issue yet, though)
  • Fixed the Ragdoll collision preset making ragdolled units not count as 'visible' (and thus not being possible to shoot)
  • All CERC unit health values were lowered
  • Fixed a building 'sight logic' issue that was preventing units from seeing buildings (including gas towers) if their root was too far away from them (when the sight logic existed to say they don't need to be close enough to see the building root if they can see one of the points of the building)
  • Fixed the "HOME Button to jump to CERC Tent" keybind not working in some circumstances


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/

Halcyon winds Podcast

If you missed the last AmA read about it here

https://steamcommunity.com/games/979640/announcements/detail/3095664226109912423

During major events we will be bringing in special guests to discuss their experiences they have had in Cepheus Protocol for future podcasts. If interested contact a Moderator

We will be live on Twitch and in our Discord AmA channel for those wanting to listen in on voice. You can partake in the live AmA either on Discord AmA channel/Twitch Chat.

https://www.twitch.tv/halcyonwinds
Discord

Segment 1: Dev roundtable 15 mins - a discussion between the developers on the current state of the game and current content released

Segment 2: General discussions/questions 20 mins - Host will be picking out most prominent questions and discussions made in the discord for the week

Segment 3: Live QNA 20 mins - opportunity for the community to ask questions directly to the developers

Segment 4: Closing discussion 5mins - discussion between the developers on the upcoming content for

Halcyon winds Podcast #2

If you missed the last AmA read about it here

https://steamcommunity.com/games/979640/announcements/detail/3102422162152822125

During major events we will be bringing in special guests to discuss their experiences they have had in Cepheus Protocol for future podcasts. If interested contact a Moderator

We will be live on Twitch and in our Discord AmA channel for those wanting to listen in on voice. You can partake in the live AmA either on Discord AmA channel/Twitch Chat.

https://www.twitch.tv/halcyonwinds
Discord

Segment 1: Dev roundtable 15 mins - a discussion between the developers on the current state of the game and current content released

Segment 2: General discussions/questions 20 mins - Host will be picking out most prominent questions and discussions made in the discord for the week

Segment 3: Live QNA 20 mins - opportunity for the community to ask questions directly to the developers

Segment 4: Closing discussion 5mins - discussion between the developers on the upcoming content for

Letter from the Producer #4

Happy New Year from our Team!


Discord

[h2]Factions & Civilian Management Delayed till February[/h2]

So we started on Civilian Management during the first week of January and realized the more and more we implemented code for the Cannibals and the other 2 sub civilians factions we realized that a lot of core systems needed improvement from Hearing/Seeing to how the fog of war system is utilized to properly handle their implementation. While it is not preferable to have to do a bit more cleanup work from the community/gamer side of things in terms of content this is completely required regardless, as we expect Epic Games to release Unreal Engine 5 in the next 1-2 months and the changes we are doing now will overall make our job of shipping new content more efficient in the future.

https://www.unrealengine.com/en-US/unreal-engine-5


Breakdown of Civilian Management & Factions
https://www.youtube.com/watch?v=nj6CCaagp20

We expect Civilian Management to be implemented now sometime mid February with Pierces faction following shortly after and Natalie last. Now lets go onto all the fun stuff we've been doing for the last 2 months since the last letter to the Producer

https://steamcommunity.com/games/979640/announcements/detail/3111421207515883471

[h2]Factions Concept Art[/h2]

Anarchist Light Technical Vehicle Anarchist Medium Armor Transport Unit Anarchist Heavy Armor Battle Garbage Disposal Truck Anarchist Transport Helicopter Police Light vehicle Police Medium Transport vehicle

[h2]Updated Factions Notes[/h2]

Factions will work off a different currency system then CERC
As it stands right now for the factions we plan to make Pierce like the British from COH 1 highly mobile decent pop count. He'll never be able to outmass you but its all about positioning and determining the best time to attack he'll rely on vassalization of civilian groups and recruit out of them to maintain his losses.

Natalie has finally been decided after weeks of debate (Lowest pop count)and she will operate in disguise at random interior zones of the map we will be adding next . She will steal vehicles from the world and convert them to scrap to build vehicles from the four classes of vehicles she gets.
Her units will only reveal themselves when they are in a position of power or they are forced to. So you'll have to investigate in every game where she is occupying by locating where stolen cars from the map are being taken. There will be 3 possible locations per island she could be operating out of that will be hallowed out and given interiors Civilian groups will also occupy these spaces at times as well
Oh and Natalie can also steal vehicles from other factions to scrap them for her vehicles

We will be working to add in all about 2 dozen new weapons for the factions/civilians including melee weapons. There will be unique signature weapons coming to all Faction Leaders including Winters in the future.

Officer:
MP5a4/m4 var
R870
Glock 18

Swat:
M249
M4 Var
Vector
Riot Shield w/anygun.
Glock 18
AT4

Scout Sniper:
l96a2
Sig 716

------

Conscript:
pp-19
ak74u

Sapper:
Mp9
px4
rp7

Survivalist:
Ak-12 var
SKS

Mocap Operations have begun to replace all animations in the game with more realistic fleshed out movements. Airsoft Gun Ref (NOT REAL GUNS)

[h2]Engine Cleanup for UE5 & Upgrading Core Systems[/h2]
We currently utilize an older system called "Pawn Sensor" in UE4 which is a much older method of handling senses like hearing and seeing and the system isnt very robust so we opted to make the switch to the Peripheral Sensor Component so it can better support unique structures/objects that aren't base characters derived from a pawn natively without any overriding of Epic's game engine code + be on the optimal track for what they are now focusing as their preferred AI sense approach.

In upgrading this system it will make revealing gas towers and taller structures and how they are revealed far more efficient.

This adjustment required us to rewrite a lot of systems and brought along optimizations that make our hearing/seeing code a lot more efficient since the underlying function calls were reorganized and are far more efficient. We also made the switch to convert all CERC units to a CrowdManagerComponent which is a more intelligent manner of making units path find around each other but is a bit more expensive. See Gyazo differences below.

We turned on CERC collision towards each other after this adjustment and now units can no longer walk through each other and should path find a lot more efficiently around each other. More work will likely be needed to overhaul this where its needed in the future but its a solid step in the right direction.

V2 (Unit Collision Enabled - Crowd Manager Active)
https://www.youtube.com/watch?v=suKNX01_5co

V1 (Unit Collision Disabled - Crowd Manager Deactivated)
https://www.youtube.com/watch?v=moNQopzBFpE

We also took the time to revise the wall placement/building placement tool


We revised the wall rotating tool for facing fences how you wish


Music Player has been improved and the Music Looping Bug is now resolved
https://www.youtube.com/watch?v=g0qqdT9va8A

Who are the LT's?


They are effectively Chelseys right hand in running her forces in Pandemic mode and each one is given control of a part of her army to expand as they see fit but ultimately answer to her. For their loyalty she has given each one a different mutation that will make each one play differently. Each one has a different backstory, from a Shadowy Organization called Fenrir (perhaps she's part of a recon force investigating Chelsey...), being the unfortunate Chief Surgeon at the Hospital Chelsey reported to duty before she lost her mind to an LT of Pierce they all now answer to their new master Chelsey through the Pangu Virus.

LT 1 for Chelsey is now done and awaiting implementing/ Animation Pass


LT 2 for Chelsey is now done and awaiting implementing/ Animation Pass


Male Infected W.I.P 01 (Will replace current infected versions after the UE5 engine upgrade)


Male Infected W.I.P 02 (Will replace current infected versions after the UE5 engine upgrade)


Male W.I.P 01 (Will replace current versions after the UE5 engine upgrade)


[h2]Gas masks will no longer be an upgrade in the future but be unlocked by default [/h2]

Respirators are coming with upgradable filters. The filters when upgraded will increase how long you can stay inside highly contaminated zones. The CERC Scientist will naturally have a Oxygen limit that is 3-5 times longer then the other units and will not require any upgrades.


Female and Male Assault are done and are getting some last minute adjustments to their shoulder pads for extra protection


[h2]Other notable changes coming down the pipe.[/h2]

[h3]Scout Car[/h3]
The Scout Car that can be spawned from the CERC Tent/Motor pool will be replaced with a Scout Hummer and the Scout Car will be removed and added to an airborne call in tree when we revise doctrines and add more abilities for players. We want to implement a modular Hummer similar to the Atlas that is oriented towards Squad/Infantry Combat/Support since there are so many configurations we are also going to implement a Medical Humvee that buffs medics in their radius and stops them from running out of energy when they are in the Humvees radius.

[h3]Greg/leviathan[/h3]
We will be revising the leviathans so they are more defensive in nature and a bit less frustrating hopefully. When players are turtling/hiding in a corner and have sealed off an Island/space they will seek to build tunnel networks and create sinkholes similar to the Locust from Gears of War to make tunnels for infected to utilize for sneak attacks behind enemy lines or emerge in populated zones and launch attacks. Luckily this update will not come till we have implemented a DNA research tree oriented towards tracking leviathans and killing them via special weaponry. To sum up the changes we will be adding a loadout to the Blackhawk that will allow you to "pulse" the ground nearby in a large radius and scan for underground movement/tunneling when the leviathan or a tunnel is discovered you'll be able to launch a new secondary attack from the Blackhawk that will fire a "bunker buster" type missile from its loadout on one of its wings underground to target his tunnels and him. It should be noted that this Greg hunter weapon can be utilized to finally put the Worms on notice and even hurt/kill them when they are sleeping under the ground to heal in-between battles.

[h3]M16 is getting a slight retweak to the grenadier barrel + M203 loadouts will be added [/h3]


We are also discussing Melee Weapons & Secondary Weapons relating to pistols more details will follow in the future.


Christmas Update Hotfix + QOL Adjustments - 0.7.129.19

[h3]Well its that time again the Winter Sale![/h3]


[h3]Windows 7 Support[/h3]

Windows 7 Support will be ending soon when we update to 4.27 of the Engine Build. We will archive the last stable build for windows 7 for a year after the official update. The windows 7 build will not receive updates/and we will give very basic support

https://support.microsoft.com/en-us/windows/windows-7-support-ended-on-january-14-2020-b75d4580-2cc7-895a-2c9c-1466d9a53962

So if your on Windows 7 we highly recommend updating your OS in the future as our engine provider Epic Games has also started to remove dependencies and other runtimes that are needed for the game to run properly.


https://docs.unrealengine.com/4.27/en-US/WhatsNew/Builds/ReleaseNotes/4_27/

Old save files will work with this new build

[h3]Change list[/h3]
  • Added a Scope Socket for the 3P version of the MK14CQB (mimicking the 1P version) to ensure default attachments can spawn on it properly.
  • Prevented the 'away team is under attack' notification from playing when you take damage as an Operator
  • Fixed the Operator 'leaving behind' invisible attachments when you equip new attachments or switch weapons
  • Updated the Operator's weapon range to not get 'reduced back to RTS mode' when you switch attachments (by making it a dynamic modifier that updates any time you switch weapons)
  • In FPS mode, Operator's weapon range is no longer affected by night time or infection gas
  • Fixed a bug where switching weapons on the Operator after loading a game would cause the new weapon to not have default attachments
  • Greatly improved the accuracy of the 'onscreen damage taken indicator' when in Operator mode
  • Fixed up a potential crash when switching weapon attachments
  • Fixed up the attachment swapping logic related to magazines to prevent some situations which would cause the Operator to continue 'holding up' the weapon after closing the menu
  • Added another GC crash fix attempt (hopefully this one works, seems promising)
  • Various Material Adjustments
  • Fixed up the Operator's weapon customization menu to not display categories that have only one option (i.e. 'None')This only has any effect on the MK14CQB at the moment
  • Added some safeties to Game Over (to make it re-show mouse, end freelook, and try to stop key panning)
  • Assigned sound class settings for grenade launcher sound cue
  • Updated the Holding Cell to properly prevent the occupant from being able to attack units who get too close to the cell's walls if the unit is NOT fully succumbed to the infection when put into the cell, but the succumb while within
  • Added a crash fix for loading weapon attachments
  • Adjustments to asset settings in level, mainly focused around assets producing pink LODs.
  • New LODs for AI grid 7, TI grids 1,2,5, 7 and 8
  • Added speculative fix for crash from fire damage on pod
  • Adjusted a move proxy from TI North to TI south to fix a vehicle 'backtracking' issue on the manmade bridge
  • Added a game option to disable autosave, per request from Discord
  • Added some logic to stop the fastrope command from erroneously spawning ropes/units at the driver seat location (instead of where the ropes should be)
  • Fixed Operator being able to walk on Destroyed bridge segments
  • Fixed a camera bug that preventing zooming out in certain circumstances
  • Added a custom game option for starting doctrine points


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 in the next 2 weeks

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/