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Cepheus Protocol News

Further Bug Fixes & Custom Game Options - 0.7.129.18

[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Old save files will not work with this new build and the old build has been archived under the beta tab

[h3]Check out the latest letter from the Producer here![/h3]
https://steamcommunity.com/games/979640/announcements/detail/3111421207515883471

We are investigating reports of some assets appearing as purple and should have a fix in the next few days for it.

[h3]Change list[/h3]
  • Infection Growth removed due to performance concerns we are working out a new solution tech wise internally at the moment
  • Added a safety to prevent helicopters from being able to start ascending, if landed with no pilot
  • Fixed up units leaving a vehicle due to that vehicle's death sometimes improperly disabling their stenciling (resulting in their 'outlines through walls' logic malfunctioning)
  • Also fixed a potential crash from units being dumped from a vehicle due to that vehicle's death
  • Added a new mouse cursor for when you're hovering over a vehicle which needs a pilot/driver, and you have a sufficient unit in your current selection
  • Fixed material error on HEMTT modules
  • Made vehicular units no longer have unit levels and get their vetancry from their pilot/driver
  • Improved the Unit Recruitment Popup
  • Dynamically shows/hides the training duration slider based on if the target unit uses the leveling system
  • Dynamically adjusts the training duration slider's maximum based on the target unit's possible max level
  • Fixed the Seats display for the Recruit popup to properly not display Pilot seats in the listed amount
  • Fixed the Seats display on the Unit Card widget (on the HUD) for vehicles to synergize properly with the Pilot system (and the Ammo Runners on the Atlas)
  • Fixed a nav issue in the new horde map
  • Added new Juggernaut spawning logic for the old horde controllers to prevent juggernauts from spawning outside of bounds
  • Added an extra nav modifier to the Barracks to prevent units from landing on its roof
    (tested with over 1000 unit spawns, no issues)
  • Saves that already have barracks will load those barracks without the fix (though building a new barracks, even on an old save, will resolve the issue).
  • Adjusted a move proxy on the bridge between Angel Island (Northeast Island) and Treasure Island North inside the old Open World Master and tested repeatedly
  • This adjustment resolves a 'backtrack' issue with that bridge
  • Fixed a bridge issue on the eastern island (units trying to cross a spot at the end of ab ridge, but it technically blocks them: fixed via small 'step up' volumes)
  • Cleaned out an unused movement proxy
  • Tweaked another movement proxy to resolve a 'backtracking' issue when moving from Treasure Island north to Treasure Island south
  • Fixed a spawn pod in the old Treasure Island/Open World map
  • Early version of smoothed formation movement Units will more proactively adjust their speed (when not running) when moving in formation, in order to try to prevent 'jittering' or falling too far behind
  • Updated speed logic for vehicular formation movement following to be more consistent and less jittery: not perfect, but it should be a lot smoother
  • Doubled vehicular 'de-penetration distance' values, to try to make vehicles more likely to escape on their own should they get stuck
  • Added a speculative fix to a crash that sometimes occurs when a vehicle dies with units in it
  • Added it in so units fire at center mass when units have a spine_03 bone otherwise they fall back on older code to make units more accurate and better at targeting crawling infected
  • Added ax53 icon
  • Updated Wallbuilder to use the new landscaping logic, and display landscaping cost
  • Updated the wallbuilder to properly be able to clear cars
  • Imported new Driver+Pilot+Scout Car class icons
  • And new Driver+Pilot purchase button images
  • Set up Helicopters to no longer 'wait for a flight' before spawning, once their recruit countdown is complete
  • Added ik system for left hand placement on weapons to automate some aspects of animation
  • new idles for ars, added tac sprint for smgs
  • Converted the setup to a more sophished level streaming system to improve performance
  • Trees updated to newer meshes that have better imposters
  • Adjusted prices and targeting speed of all CERC Units
  • Adjusted rate of fire and damage fall of to help make the m240 out class the u100
  • Spread added for lmgs
  • Adjusted turret rate of fire to make them more useful.
  • Added safeties to GameInstance BP to clean up a crash related to garbage collection referencing invalid sound track refs (there's a very similar crash yet unresolved, but this particular one seems fixed)
  • Cleaned up a tree that was intersecting a bridge
  • Speculative fix to Auto Gates (should make them more reliable, but not 100% sure if the auto gate bug is fully fixed yet)
  • Fixed up the 'money/DNA added' animations to properly play from 'below' rather than 'above' their tallies at the top right (due to the new design, them 'animating from the top' often could result in simply not seeing them)
  • fixed weird body movement when cerc units would walk and fire.
  • Added mp5 ui icon.
  • Fixed rate of fire for ump, mp7, m4 & ax53
  • Fixed a 'jitter' that occurred when highlighting the Pandemic button
  • Updated the Pandemic button text to be better centered (to not look 'off' compared to other buttons)
  • Adjusted move proxy to stop a backtracking issue when traveling from the Treasure Island Power Plant to Angel Island (seems to have resolved the issue)
  • Speculative fix for Command Tent/Capture Truck/Civilian Hold 'build radius visualization' sometimes sticking around when the building is not selected
  • Parachute safety added to prevent parachute from 'blinking in' when units make small height adjustments while moving along uneven terrain
  • This also prevents Engineers from accidentally deploying their parachute while constructing something, resulting in them getting stuck
  • Adjusted Zheights of bridges in the Open World v2 to make construction of walls much smoother
  • And adjusted the ZHeight of Blue Crest Estates to prevent 'deadzones' on the area where the bridges touch the land (in TI South)
  • Added functionality to stop the game window from 'grabbing the mouse' if you ALT-TAB out and the window still thinks ALT (free look) is being held
  • Cleaned out some old door logic that was conflicting with auto gates: auto gates should work 100% of the time now
  • Auto gates' 'overlap volume' also made a bit taller vertically, just in case
  • Added speculative fix to garbage collection crash from SpeakerTracks for custom music radio
  • Optimized body bags and added a small merged cluster.
  • Replaced planters in TI Grid3 with a new merged model.
  • Minor material updates.
  • Updated Main Menu scene and Operator preview.
  • Asset merges and optimizations.
  • Minor Landscape road/painting adjustments.
  • Occlusion settings tweaked for engine
  • Updated build to 4.27.2
  • Added a fix for civilian hold subbuildings (holding area, cells, etc.) not properly 'landscaping' away trees and the like (may not retroactively affect saves)
  • Updated the Weapon Customization Widget: It is now 'tall' enough to not require scrolling when the default categories are all that are shown
  • Selecting a mod to apply to the weapon will auto-jump back to the category menu, for snappier customization
  • Added UI hiding support to Radio call-ins (and fixed an issue where the AC130 call-in would have the plane itself hide)
  • Added UI hiding support to the Infection Gas Tower's 'gas radius'
  • Added UI hiding support to the Chelsey System 'red circle' radius
  • Updated it to support hovertips in the pause menu and to have a 'pause menu' mode w/ background
  • Added a new 'Auto Control Operator' Game Option (defaults to false)
    =If true, you automatically control the Operator upon their arrival (and will have to pull the parachute manually)
    =Otherwise, they'll act like a regular unit. The Operator will send a message to the message queue at the top left, when landing, telling you how to assume FPS-mode control of them
  • Updated some of the Operator parachute logic to function with this new setup
  • Added logic to make the Operator tutorial pop up by default when switching to the Operator for the first time
  • It will also disappear after 10 seconds, if not interacted with
  • Saves/loads whether or not it has been shown once, so if you load a save after seeing it, it won't pop up again automatically
  • Animated its showing/hiding
  • Added a Game Option to allow disabling of the Operator tutorial popping up the first time you enter FPS mode
  • Improved the Shooter tutorial popup to not accidentally cancel itself out too early
  • Added logic to prevent the Civilian faction from 'marking itself' as an enemy of CERC (fixing this may have resolved the the 'target civilians' error for turrets and the like)
  • Open World V2 and Treasure Island V2 now replace the current older maps
  • Cleaned up the new version of Treasure Island a bit more, fixing up the bridge(s), an issue w/ some proxies, nav, and some BP errors
  • Added some safeties in response to reported crash: https://cp-bug-reporting.nolt.io/244
  • Removed the 'landscaping' SFX from wallbuilder+building builder
  • Fixed Cerberus 105mm cannon starting with more ammunition than its magazine could hold (resulted in 'refill ammo' bugs)
  • Adjusted its max ammo, as well: it now has a magazine of 8 and a reserve of 10.
  • Added safeties when loading to ensure Camera returns to regular height
  • Boosted minimum zoom-out speed for camera scrolling
  • Added compression to build from 4.27.2 update to improve game loading time
  • Culled Angel Island Grids down to 8.
  • Moved all assets into their new grids.
  • Renamed all Angel Island Levels
  • Added safety for a crash reported by Robert for the AI Spawn Nodes
  • Updated the Pandemic New Game screen to not refer to the new maps as 'v2' Same w/ the Load Game screen
  • Fixed up some 'step up volumes' on the Angel Island-side of the bridge between Treasure Island Power Plant and Angel Island
  • Crash fix for Chelsey system 'transferring' of infected sometimes pointing at the wrong targets (fatally)
  • Updated the Command Tent's second upgrade to have a more accurate and safer 'move out of the way' check for units that might get otherwise stuck by the addon to the tent+
  • Fixed up a bug where canceling a right click by left-clicking BEFORE releasing right click would leave an arrow floating around at the click spot
  • Cleaned up some settings on the Active Denial System and Mortar (they were able to be infected, for example: fixed now)
  • Fixed a BP error in the Vehicle (where it may rarely try to access some engine sound logic when that's no longer valid)
  • Replaced all trees with new high quality Megascans assets.
  • Trees will no longer fade out in first person.
  • Disabled Discord plugin and removed files for the plugin
  • PostProcess fix to improve all textures in the game and make characters seem more photorealstic
  • Cleaned up several spawn pod locations:
    Moved SpawnPodLocation_PRSG5_05a a bit further away from some buildings
    Rotated SpawnPodLocation_PRSG6_06a to prevent spawning into a building
    Rotated SpawnPodLocation_PRSG6_06b to prevent spawning into a bus
    Moved SpawnPodLocation_PRSG6_06c slightly to prevent spawning into a fence (hopefully)
    Moved SpawnPodLocation_Alcatraz_01b to prevent spawning into a crate (hopefully)
    Moved SpawnPodLocation_Alcatraz_01d to prevent spawning into a house
    Rotated SpawnPodLocation_Alcatraz_01e to prevent spawning into a silo (hopefully)
    Rotated CPSpawnPodLocationG1Military to prevent spawning into some clutter
    Rotated SpawnPodLocation_G01_01a to prevent spawning into the corner of a building
    Rotated SpawnPodLocation_G01_01d to prevent spawning into clutter
    Moved SpawnPodLocation_G02_01f to prevent spawning into tents, hopefully
    Rotated SpawnPodLocation_G03Marinae to hopefully prevent spawning into tents
  • Updated the Switch to Operator button to not appear unless the only selected unit is an Operator
  • Removed the old 'X' button from the ROE widget (the button used to open ROE should be used to close it, or the hotkey 'P' anyway): it was erroneously permanently hiding the ROE tab
  • Updated several call-ins to properly appear 'red' if your mouse is outside their call-in zone (rather than defaulting to 'green' even though they're not yet overlapping the valid call-in zone)
  • Weapons renamed to Fictional Versions
  • Further CERC unit price adjustments
  • Loading screens revised for Christmas event
  • New splash added for our partnerships with other companies added to further develop and provide resources to the company
  • 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)
  • Fixed up the Operator's weapon customization menu to not display categories that have only one option (i.e. 'None')
  • Updated proxy collision+nav for Zone 0 Master z
  • Added some safeties to Game Over (to make it re-show mouse, end freelook, and try to stop key panning)
  • Assigned soundclass 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


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/

Letter from the Producer #3

Happy Holidays!


Hey guys! Been a little while since my last update. Needless to say, production of Cepheus Protocol has been going strong over the Holidays. So, here is a bit of what we’ve been up to.

[h2]Squad System and Doctrine Changes [/h2]
We posted another Straw Poll to ask our community opinion about changes we wanted to make to the Squad System. Watching videos and gauging feedback has weighed on me that forcing users to use the squad system was a mistake. I believe the proper direction for Cepheus Protocol is a system more kindred to Age of Empires, Company of Heroes, or StarCraft, where units are recruited into the general population by default. Our community overwhelmingly supported this change.

https://strawpoll.com/2pj8d82wb/r

Furthermore, in another poll, our community gave their thumbs up to overhaul the doctrine system. Instead of three separate doctrines, we are combining them into one tech tree. We feel this will give players more flexibility to play the game as they want without sacrificing some of the cooler tech featured in certain doctrines.

https://strawpoll.com/jfd8r4fgz/r

Sarah had an accident that put her out of commission but now she's back and we'll have a new video next week catching up on all of this in video format,

https://www.youtube.com/watch?v=v62T5r4HEHc

We put a poll on our discord regarding gas masks see more here. We will add this in as an option flag in the future .
https://strawpoll.com/q22sr3p8p

[h2]Pathfinding[/h2]
Pathfinding is something we’ll be working on continuously throughout Cepheus Protocol’s production. We frequently look back on it and make improvements when and where we can. Recently, we spent a decent amount of time improving it. My hope is everyone will notice that units and vehicles get around a little better now. There is still a lot to do, but as I said, this is an ongoing process. Keep sending us your feedback or comments if you are having issues.

[h2]Civilian Management System[/h2]
We’ve included our long-talked-about civilian management system. Right now, you can construct several buildings that are designed to house, contain, or eliminate troublesome civilians. However, as you build your base, you'll notice that civilians will start propagating around your territory, requesting your protection where you can choose to take them in or… things we don’t talk about.

For reliability, we are grouping the civilians into various archetypes that represent the personalities of certain groups of survivors. For example, one group of civilians might be more peace-loving and supportive of your efforts, while another group might be hardened by what has happened to their city and resentful of CERC abandoning them to their fate. This means that civilians will react to your actions based on their personalities – i.e., a more friendly group of survivors will take more time to turn hostile, while a more aggressive group with turn quicker. In response, these groups will gradually become better armed, starting with pistols and Molotov cocktails before gradually being armed with military-grade weaponry.

Each group will spawn randomly on the map when you start a new game. As a result, you’ll want to scout the map beforehand and determine what type of civilian group occupies a zone you want to set up your base. Furthermore, you won’t have to force these civilian from a zone to take control. What determines the civilians' attitude towards you is your actions against them. Nevertheless, civilians will act as their own faction, fighting the infected and occupying random ground and buildings within a zone.

For players that want to take care of the civilian population, soon, you’ll be able to scan them for infection after you’ve defeated the first elite lieutenant and researched the necessary technology. Those who aren’t infected can then be moved off-sight to a waiting warship, requiring players to escort survivors to an extraction point before safely being airlifted out of San Francisco.

We plan to continue to improve this system over the next few months, but for now, I feel we have a solid foundation to build from.

https://trello.com/c/k7xDVuXC/1100-civilian-management-system

[h2]New Unit Concepts and New Animations[/h2]
We continue to work on getting new concepts for all CERC units. So far, we’ve shared the Assault and Heavy units. More recently, we’ve gotten the Scientist, and Engineer added to the roster. Modeling on the first unit, the Assault is underweight and expected to be done by December.

Animations Revisements


Class Concepts
Current Modeling Progress Assault Female



We have also included some new animations to the standard infected, bringing them a bit closer to our final vision. This includes strafing and a crawl, which adds more fluidity to their movements as the AI considers their surroundings and reacts accordingly. Expect more changes down the road as it is our goal to make the infected as scary as possible.



[h2]Operator/1P[/h2]
I’ve touched on previously about our Operator update, which brings a special unit to the game, played from a first-person view. We’ve made many changes to this addition, which can currently be played, and are now refining the 1P mode, its animations, and incorporating several new weapons. Furthermore, weapons for the operator come with several attachments and other goodies.

Previously, I stated you’d be able to create your own operator. However, we decided to design six unique hero characters instead, each of whom will have their own backstories and be featured properly in Cepheus Protocol lore. Currently, we are toying away designing their facial features, with the development of their bodies starting in December.

Operator : Cassandra Yates

We shifted away from custom characters based on concerns from our community that the 1P would take away from the RTS elements of the games as it would require some significant changes made to the animations and other technical requirements. However, down the road, if our community requests it, we are open to bringing character customization back into the game once we can ensure the necessary changes won’t hamper our abilities to include it properly or negatively impact development.

Operator : Henry Corrigan:
Nevertheless, this mode has a lot of our community excited, and so far, the feedback has been very supportive from our community. So expect a lot more from the operator in the future!

[h2]Doctor Wu and Title Screens[/h2]
In addition to the Operators, our art director has been working on getting the final in-game models of Doctor Wu, Doctor Kira, and General Spiers ready for the game. So, expect to see their faces popping up from time to time in our overhaul of the title screens, briefings, and end game screens, etc., in the future.
Dr. Wu Dr. Kira (Early Concept)

[h2]A Changing Landscape[/h2]
We’ve begun making physical changes to the environment based on the growth and spread of the Pangu Virus. Pretty soon, as you play and each new day that passes, if the virus is not contained, it will begin to spread not just across the landscape but up and around buildings and other objects. This blight not only shows just how frightening the virus can be but aids the infected as they begin to take greater control over San Francisco.


[h2]New Vehicles and Structures[/h2]
One of the most asked features is when we will be adding new vehicles and structures. This includes the two most requested vehicles, the M1Abrams, and the V22 Osprey, which we will add to the game soon. But that isn’t all, vehicle-wise, as we also will be adding an AAV and other tactical vehicles in the near future. As for the towers, expect a group of defensive towers broken into defensive tiers of light, medium, and heavy. And lastly, along with the new vehicles and towers, expect a handful of new buildings, including a structure that will automatically lay down a minefield based on your choosing.

[h2]Field Trip[/h2]
Since Cepheus Protocol takes place in the beautiful city of San Francisco, I recently took another trip to the Bay. I spent most of the day touring Alcatraz Island and the federal prison that occupies the island, which will feature prominently in the campaign. But before that, we plan to use Alcatraz as the player's starting area as we begin the development of a proper tutorial system.

We plan to design a kill house, similar to what was in Call of Duty: Modern Warfare, where you’ll learn some basic 1P controls and tactics to better prepare players for the actual game. This addition to the game will also include an exterior starting zone on the island that will teach new players how to manage the RTS system before entering San Francisco properly.

We plan to expand on Alcatraz in greater detail down the road, making the whole island explorable in 1P, where you’ll be able to interact with CERC personnel and learn more about the game lore.



[h2]Censorship[/h2]

And lastly, I wanted to talk about something very personal for many of us on the team, and that was a recent demand that we censor our game as some players within and outside our community have taken offense with Cepheus Protocol’s usage of Chinese names, mythology, and current geopolitical tensions between the CCP and the United States. These concerns are regarding the origins of the Pangu Virus name, its development and first use within the lore, and the virus’ storage by the Chinese government. As a result, we have been asked to remove any reference to China entirely or refocus our narrative to favor the CCP's current guidelines for video games within their country.

This, however, is something that Halcyon Winds cannot abide by or support. Halcyon Winds does not support any form of censorship or compromise the narrative we want to tell.

It has never been or will be our desire to offend our community in any way. Cepheus Protocol takes place within an alternate history/timeline and does not reflect our current world or political standing among nations. Furthermore, Cepheus Protocol does not make one group or nation the antagonist or protagonist or favor one ideology, government, or movement over another. We feel strongly that villains and heroes come from all corners of the world, with no one group or nation being solely good or bad. To do otherwise would not be realistic or fit the kind of story we are trying to tell.

We also feel it is important to reinforce that Cepheus Protocol was not developed and released on Steam Early Access to take advantage of Covid-19 or exploit, narratively speaking, Covid-19’s alleged connections to the Chinese government. Cepheus Protocol began development in July 2018. Therefore, any references or similarities to real-world events surrounding China and Covid-19 are coincidental.

Lastly, at the current stage of development regarding Cepheus Protocol, which is still in Early Access, the game's entire narrative has not been realized or shared with our community. Therefore, any thoughts by outside parties that we want to slander or offend a specific nation or group do not have the complete picture of what we have planned for the story or the game and are basing their assumptions solely on what is presented in Early Access.

We know this is a complex topic for many game developers as specific markets are resistant to Western games and demand/force those developers to make changes to be officially released in their regions. While we respect other cultures, customs, and religions outside of our own, even if we don’t personally agree with all of them, we ask that they respect our right not to have our game censored. Freedom of Speech is a core belief that our developers share and feel and not something we are willing to compromise—not now or ever.



Autumn Sale Drivers/Pilots Now live & New Weapons - 0.7.129.15

[h3]Well its that time again the Autumn 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]
  • More building collision adjustments and pathing adjustments around West Treasure Island.
  • New Walk Animations added for CERC Units
  • M16 switched to be used for Drivers
  • M9 given to pilot unit
  • Garrisoning of units into vehicles improved: Saving/loading should be more accurate now, with units properly remembering which seat they were in (for visible seats). The seats themselves will track who is in them (rather than relying on a linear array to keep track)
  • Updated degarrisoning logic to default to not ejecting the pilot
  • Updated degarrisoning selection widget to not select the pilot by default (and to prevent selecting him if fast-roping)
  • Added logic to make Pilots/Drivers go to their respective seat when garrisoning, if that seat is open
  • Added logic to make a vehicle spawn its Pilot/Driver by default, if defined
  • Added logic to make vehicles turn off their engine and stop accepting movement commands if they have no pilot/driver
  • Updated the Charon's garrison capacity to reflect the additional 'seat' taken up by the Pilot
  • Added Pilot logic to the Merlin, and updated its capacity to reflect the Pilot
  • Added Drivers to Peregrine and Springbok (w/ appropriate sockets, etc.)
  • Cerc sprints reorganized. added 4 blendspaces for cerc movement.
  • Gave the cerc medic and engineer the m16 as base starting weapon.
  • AX53 added for the assault. adjust damage for m16 (nerf) the scar(buff) & m4(buff). ax53 is weaker than the scar but better range dmg compared to the m4, better than the m16 in damage.
  • Added Drivers to the Atlas variants
  • Updated some logic to ensure cursor would properly track Ammo Runner only seats and not say you can garrison someone into the Atlas if the only missing units are Runners (not yet restricted to say 'driver only' yet, though)
  • Fixed some issues with some Atlases to resolve Driver conflicts
  • Fixed the Transport Atlas not properly running some regular logic related to Garrison UI
  • For vehicles that had a Population cost of greater than 1, lowered their population cost by 1 to account for the fact that they come with a Driver/Pilot (who also counts as pop)
  • Updated the Capture Truck to cost 1 pop (thus 2, counting its driver) to avoid being able to spam Capture Trucks (then killing their pilots) to fill the map up
  • Updated the Recruit Popup to account for the number of Pilots/Drivers a vehicle requires when listing its population cost (to prevent over-recruiting on the bulk recruit slider, etc.)
  • Fixed units not properly clearing special animations when exiting a pilot seat (which caused issues if they then sat in a gun-enabled passenger seat on another vehicle)
  • Fixed Driver/Pilot units in passenger seats 'pretending' they're the Driver/Pilot of the current vehicle when attempting to degarrison them from another vehicle via the degarrison selection widget
  • 1P operator audio volume fixes
  • Fixed up the Garrison display widget (over vehicles when they're selected) to no longer display their driver or any 'special-unit' seats (such as those used by ammo runners)
  • Added 'NEEDS DRIVER/PILOT' text over a Vehicle, when it's selected, if it needs one
  • Fixed the Sparrow's carrying capacity
    NOTE: Strange bug with the Driver/Pilot of a vehicle sometimes having some 'visibility lines' showing on them erroneously if they leave their vehicle. Not tracked down yet, though spent some time trying to fix.
  • Fixed pilots improperly acting as 'walls' for the 'see my own units through walls' functionality, when degarrisoned due to vehicle destruction
  • And added a safety to make their guns also not do this
  • Added the Driver and Pilot to the list of units recruitable at the Barracks and adjusted their prices a bit
  • Autumn splash
  • Infection growth system has expanded on Open world V2 to use more of the world
  • Fixed operator weapon going invisible when you switch weapons sometimes



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! ːWinterSmileː

https://halcyon-winds-store.creator-spring.com/

Crash Fixes + Individual unit Degarrisoning/Rappelling - 0.7.129.14

[h2] AmA Nov 20th, 12 PM PST [/h2]

So CERC recruits we expect to have polish in a better place and will be meeting with our community on the date linked below. We want to take a day and talk about our next steps since by now I feel everyone has had a good amount of time to guage the current implementation of factions and civilian management so I really look forward to sitting down with you folks and having an open discussion

List expected to be done by this date:
* UI so its in a more polished state
* Take another look at formation movements/general pathing issues
* Apache targeting issues
* Minor QOL changes like the air drop system
* Operator abilities + more weapons general polish

Event details in AmA channel

https://discord.gg/8VAa272n3p?event=909246932998823946

[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]
    Fixed up Grenade damage-dealing logic after Operator revamp: No longer zeroes out damage against most targets
    No longer overrides non-Operator grenades to be limited to a low max speed (prevented grenade launcher from working correctly)
    No longer crashes when Grenade Launcher is being used
    No longer crashes from White Phosphorus use
    If the grenade has friendly fire disabled, it now will respect that instead of still hitting allies
    Prevented all grenades from having a hard-coded explosion radius - now the inner, outer, and falloff is customizable per-grenade
    Removed the old civilian registry widget (from way long ago)
    Hooked up the new 'Degarrison Selection Widget':
    When you have only a single garrisonable vehicle selected and issue a 'degarrison' command, a list will pop up to the left of the Command Window to let you select who to keep and who to remove. Pressing 'degarrison' again with the menu open will confirm the settings.
    By default, it will have all units selected, so if you double-tap degarrison it'll just dump them like before.
    The first click will deselect all units except the one you clicked on - further clicks will just toggle.
    The list won't appear if you have more than one garrisonable vehicle selected.
    If you do this to a helicopter, you have to click into the world like before OR tap the button again while your mouse is in a good position to fast-rope, though you can click on the list widget to toggle entries too
    Quick fix to previous commit to fix bug where an empty degarrison list (if you made it empty for some reason) would just cancel the command



    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

    Open World V2 is now being beta tested try it out by starting a new game




    UI Changes W.I.P's
    (Being worked on for the 2 week polish period amongst path finding and other Misc bugs)

    Read the post below for more details
    https://steamcommunity.com/games/979640/announcements/detail/4893716326539063684

    Launcher will be slimed down in the future to only help launching the game in other graphics mode TBA

    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/

    [h3]Cepheus Protocol Podcast #2 URL is now live[/h3]

    https://youtu.be/i-00D66OxN8

    [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

    https://halcyon-winds-store.creator-spring.com/

    Squad Mass Upgrading and Deployment System improvements - 0.7.129.13

    [h2] AmA Nov 20th, 12 PM PST [/h2]

    So CERC recruits we expect to have polish in a better place and will be meeting with our community on the date linked below. We want to take a day and talk about our next steps since by now I feel everyone has had a good amount of time to guage the current implementation of factions and civilian management so I really look forward to sitting down with you folks and having an open discussion

    List expected to be done by this date:
    * UI so its in a more polished state
    * Take another look at formation movements/general pathing issues
    * Apache targeting issues
    * Minor QOL changes like the air drop system
    * Operator abilities + more weapons general polish

    Event details in AmA channel

    https://discord.gg/8VAa272n3p?event=909246932998823946

    [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]
    • Various collision improvements based on user feedback
    • Fixed LMG and Minigun performance drop when firing.
    • Committed a fix for potential material swapping on the building pods
    • Updated MUTT model
    • Partial fix (needs more, along w/ dynamic nav and 'unit scooting' for upgrades) for Command Tent Main collision
    • Scorpion Evo added for the Operator
    • Updated Parachute and Backpack Textures
    • Updated units of different teams to be able to land on one another, and not get stuck or bounce off instead
    • Extra nav now spawns and 'scoots units out of the way' when applying the second Command Tent upgrade
    • Fixed up the 'construction version' of building actors to properly offset their navigation (if such offset exists) - useful for Command Tent, especially
    • Fixed a spawn node in the old Treasure Island/Open World (at the museum) which spawned infected into walls sometimes
    • Fixed up a potential infinite spawn loop for infected (where infected just keep pouring out of a pod nonstop)
    • Made infected simply seeing a unit not trigger a full-bore defense response (it will, however, still inform the pod of where to send reinforcements if they're already being produced) Result: Infected spawns should be a bit smarter.
    • Names added to attachments for Operator Customization screen
    • Fixed a trailer that - when overturned - didn't block nav properly in the Open World v2
    • Adjusted Infected defense responses to not go 'all out' against a civilian who manages to kill an infected
    • Fixed a spawn node in the Open World v2 that was untargetable
    • Fixed factions not having proper references in the Open World V2 (resulted in erroneous spawning)
    • Fixed missing spawn volume references in Presidio on the Open World V2 (resulted in civilians spawning from infection pods, which is odd)
    • Various Weapon balance passes
    • Price changes to research points for Shredder rounds
    • Adjustments to Treasure Island Population and Civilian spawn numbers.
    • Grenade Damage now does a "Radial" more accurate check to check for massed units/cover to lower the damage depending on how close you are to the epicenter of where the grenade exploded
    • Units called in will now land in a radial circle around the structure in question after a C130 passes by to airdrop them in
    • Speed changes for acceleration for all vehicles to make them a bit slower initially
    • main menu v2 updated for new dev update
    • C130 added for immersion effect when units are parachuting in(All special call ins that drop off units use this system now
    • These planes will handle spawning for close together buildings, if multiple buildings in a nearby area are all awaiting drop, though additional planes will spawn if there are areas too far out for a single plane to handle drops for
    • Replaced ammo drop parachute landing animation with a new experimental Vertex Animation setup.
    • Real world rate of fire put all on handheld weapons
    • Real word rate of fire applied to vehicle weapons
    • Timers for the Unit Recruits should no longer 'stop running' if they're on the flight but their original building loses power
    • Queue status widget at the bottom right will show the time until they arrive from their flight
    • Fixed up some more ammobox-related actors getting confused about parachutes
    • Fixed up AC130 recruit-dropping logic erroneously 'missing' units who had a training duration beyond the current flight's timer
    • Fixed Operator weapons not saving
    • M1A Socom weapon added for Operator
    • Crash resolved when loading Operator when secondary weapon is equipped
    • Loading of weapons across the board smoothed out slightly
    • Laser sight appearing gray when loading an operator whose not in combat resolved
    • If the secondary weapon was equipped and the Operator was saved while in RTS mode, it properly will attach to the 3P mesh now
    • Fixed Minigun stats to allow for refilling ammo properly and stop the UI from reporting that the Minigun's always low on reserve ammo
    • Fixed the Minigunner call-in being usable even if you already have a minigunner (may not retroactively affect saves, so old saves may still be able to call in more than one)
    • Weapon Market V2 added
    • Optimization tweaks to make the game cheaper on lower end machines/older hardware
    • Fixed up vehicle parachuting so the Capture Truck call-in won't summon without a parachute (or with a glitchy one)
    • Also slightly changed Chelsey's logic to hopefully prevent another scenario where she's somehow killable w/o Shredder
    • Made large/boss infected immune to ram damage
    • Flashbangs don't affect allies anymore
    • Added test pain killing volume to open world master Z to kill the operator if they jump into the water
    • Idle Engineer button added at the top left
    • Adjustments increase zone income values for open world V2


    Things not live yet for Operator
    1. Operator Customization for his/her look will come in a latter patch (Pending when all CERC units are revised)
    2. Select Abilities builder (During the 2 week period)
    3. Weapon Leveling System (During the 2 week period, right now all weapons are power leveled to max level so that the operator can use to access all attachments)
    4. Hybrid Scope and M203 are disabled while we work to fully implement them (During the 2 week period)
    5. Firing from Helicopters/Controlling the Operator while being a passenger on a vehicle in general (During the 2 week period)
    6. Swimming ( No ETA Yet)
    7. More Weapon Support (At least 4-6 weapons are planned with more coming over development.)



    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

    Open World V2 is now being beta tested try it out by starting a new game




    UI Changes W.I.P's
    (Being worked on for the 2 week polish period amongst path finding and other Misc bugs)

    Read the post below for more details
    https://steamcommunity.com/games/979640/announcements/detail/4893716326539063684

    Launcher will be slimed down in the future to only help launching the game in other graphics mode TBA

    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/

    [h3]Cepheus Protocol Podcast #2 URL is now live[/h3]

    https://youtu.be/i-00D66OxN8

    [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

    https://halcyon-winds-store.creator-spring.com/