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Cepheus Protocol News

The Pathfinder Update Fix #7 - 0.7.125

Letter from the Producer #1

https://steamcommunity.com/games/979640/announcements/detail/2970672485634875929



This build will require a new save file for any saves 0.7.119 and older we added the old build as a "beta" tab for those wanting to finish their current games. Anything .120 or newer will work as is unless otherwise reported here!

[h2]The Pathfinder Update Fix #7 - 0.7.125 All builds[/h2]
  • Fixed up broken sandbag construction logic (conversion to 'soft reference' silently broke pins in the 'starting player field constructions' functionality)
  • Buildable from a Capture Truck the Command Tent is now added| Command Tent retains control of the zone for you
  • Any med/ammo tents you had on the Capture Truck responsible for building the Command Tent will transfer their owner pointer to it from the truck (allowing the truck to mobilize without losing the already built med/ammo tents)
  • Command Tent price varies based on how much raw zone income you have access to (money lost due to infection is not factored into this).
  • Changed up the update logic for the initial 'set-down' of a building, when constructing them, to stop it having a small delay where the building has not yet done its 'can build here' check (to stop a bug where players could, if they click really quickly, 'build anywhere')
  • Similar fix for wallbuilder, from the building builder
  • LMG - U100 added ver 1.0 replaced base MG for Heavy
  • Improved ammobox reloading to not falsely show an empty ammobox as full
  • Also they will keep their 'auto-destroy' timer's duration between saves/loads now
  • Improved loading of units so that, if the player has auto-reload enabled, units who load with not-full weapons will start their idle-reload timer
  • Improved laser sight logic: if a unit in a loaded game (who has not seen combat since load) reloads, his weapon will no longer have a weird laser sight issue until seeing something
  • Added a 'SelectAllGroups' keybind to key 0 (was previously bound to an old function for the Away Teams, which was DOP)
  • Fixed it not spawning in a damage character (it can now be attacked by infected)
  • Fixed several saving/loading issues
  • Updated several underlying infection zone-related systems to prevent constructing more than one tent in the same zone
  • Updated units to have an array of UnitMerchant strings (instead of only one) so they can be purchased at multiple different building types: used this to make the Engineer+HEMTT purchaseable at both the CaptureTruck and CommandTent
  • Fixed up the nav to be a bit bigger for the command tent (so units won't get stuck on it)
  • Hooked up the Command Tent minimap+button icons
    Result: Basic Command Tent logic is online, and seems to work well through saves. No special population tent or income boost logic online yet, though.



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/

The Pathfinder Update Fix #6 - 0.7.124

Letter from the Producer #1

https://steamcommunity.com/games/979640/announcements/detail/2970672485634875929



This build will require a new save file for any saves 0.7.119 and older we added the old build as a "beta" tab for those wanting to finish their current games. Anything .120 or newer will work as is unless otherwise reported here!

[h2]The Pathfinder Update Fix #6 - 0.7.124 All builds[/h2]
  • Quick speculative fix to RefireWeapon crash
  • Revamped some of the logic for wall construction to resolve an issue with the wall's overlap sphere being incorrect for the new scale (should be more future-proofed now, too)
  • Updated Build Location Meshes to include a new 'CustomZHeight' setting that allows each Build Location Mesh to define its own ZHeight within itself
  • Quickly used this to enable building on hilltops in the new Power Plant
  • Updated Wallbuilder to better compensate for building 'downward' over larger terrain differences (due to the massive hills on the Power Plant)
  • Fixed an issue with the Cerberus Mortar weapon displaying that it does zero damage
  • Analytics system added to the game so we can track popular doctrines, income, Victory and death screen tracking and weapon statistics. More tracking data on the way to allow us to better understand how people play the game.
  • Fixed the Helicopter "Fast Rope" ability sometimes toggling itself off if it is moving while the player has the 'select location' indicator but hasn't confirmed the spot yet
  • Fixed up formation movement's relationship to some abilities to stop it from erroneously 'canceling out' their confirmation (i.e. if you order a unit who is moving in formation to throw a grenade or enter Deploy Gun mode, they used to 'cancel out of it' before you could confirm)


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/

The Pathfinder Update Fix #5 - 0.7.123

Letter from the Producer #1

https://steamcommunity.com/games/979640/announcements/detail/2970672485634875929



This build will require a new save file for any saves 0.7.119 and older we added the old build as a "beta" tab for those wanting to finish their current games. Anything .120 or newer will work as is unless otherwise reported here!

[h2]The Pathfinder Update Fix #5 - 0.7.123 All builds[/h2]
  • Added logic to reduce the speed and number of infected that spawn when on Recruit difficulty
  • Fixed 'mouse following widgets' not properly showing (after widget tick update)
  • Fixed the Capture Truck 'acting as if it deployed' if you try to deploy it in a fully corrupt zone
  • Fixed hovertips not working for difficulty adjuster widget (in custom game mode screen)
  • Updated custom game option 'Defense Density Multiplier' to affect the max number of defense infected that respond to aggression towards infected territory (caps at 1.0x for now)
  • -Updated custom game option 'Defense Special Infected Amount Multiplier'
  • Updated custom game option 'Defense Respawn Rate Multiplier' to affect how quickly defense infected numbers are refilled
  • Added new custom game option 'Starting Infected Multiplier', to affect the number of infected that Chelsey's team starts with
  • Hid some custom game settings which are currently deprecated
  • Cleaned up some hovertips for the difficulty adjuster widget
  • Updated some of the custom game options for the 'Recruit' difficulty setting to be lower (to make the new Chelsey System setup easier)
  • Updated the Infection Zone Manager for both of the maps to start with '0' infected before spawning the initial amount (instead of 250), so default infected population isn't bolstered by an additional 250 in reserve
  • Fixed the hovertips not showing for the Faction 'set hostile' options in the ROE widget
  • Fixed a hovertip on the difficulty adjuster
  • Hooked up Juniardi's new weapon icons for the Honeybadger and M16
  • Fixed medic price from 2k to $750
  • M16: slower rate of fire, lower damage drop off.
  • Springhook: was $5000 is now $2000
  • increased cqb damage to 24
  • Fixed up some spawn pod positions on the Power Plant (some were 'sunken into the ground' a bit, making them difficult to target - another was too close to a hill, resulting in it spawning infected inside the ground)
  • Boosted gate 'detection box' to be taller, to try to avoid situations where it fails to open up for player vehicles when set to Automatic mode
  • Added a 'cooldown' to pod construction: if an Infection Pod is destroyed, there now is a cooldown before Infected can try to build a pod in that same location (Normal Difficulty: 2 min, Recruit: 5 min)
  • Modified by PodConstructionCooldownMultiplier in the Custom Game Settings
  • Also fixed podsthat are destroyed before being fully constructed not properly 'clearing' themselves from the list of pods which can be built by infected (i.e. infected could immediately start rebuilding a pod if you destroyed it before it was incomplete)
  • Fixed the Main Menu Widget up a bit (removed ability to focus buttons, and re-enabled Tick on the widget)
  • Updated respawn rate's comments UI in the difficulty adjuster to be clearer
  • Also updated its setting for Recruit mode to be a bit more lenient
  • Hooked up proper Burst Fire logic and set up the M16 with some basic Burst Fire values
  • fixed erroneously flipped normals on buildings.
  • added double-wide T1 gates.
  • M16 TWEAKS - rate of fire slowed down
  • Minigun: Slowed rate of fire
  • Added logic to stop turrets from being able to be infected
  • Doubled the wall max scale size to allow for larger gates
  • Updated gate door pieces to not have collision when the gate is open (via new bool 'bDisableCollisionWhenOpen') Result: Wall segments can now be twice as large, and as long as wall segments are at least their old size, they can still be upgraded to gates (from previous max size to the new 2x size)
  • Fixed up the ammo widget for vehicles
  • Fixed an issue with vehicle wheels visually 'spinning in place' despite the vehicle being stopped
  • Started color coordinating certain UI elements to the following color table:
  • Health: 17923AFF (green)
  • Fuel: FFC300FF (yellow - a bit unappealing, need a new color)
  • Infection: 7C070AFF (muave)
  • Medic Bar (heal juice): 0031FFFF (blue)
  • Ammo: FF6700FF (orange)
  • Supply Ammo: 8B3707FF (brown-orange)
  • Supply Gas (extra gas that's shared to other vehicles): 00E1FFFF (teal)
  • Started smoothing out formation following logic for vehicles: A group of vehicles given a move order, if there are no soldiers, will no longer have an arbitrary 'push back' from the actual mouse click position . Vehicles no longer are reticent to start moving towards their follow position when moving in formation
  • Cerberus and Atlas follow distances slightly increased
  • Updated the Unit Card with an 'Ammobox/Gasoline Tracker' bar for tracking the extra supply gas that Atlas variants carry for refueling nearby vehicles (so you can see that amount on their Unit Card, not just in-world)
  • Fixed Helicopters not being able to properly land on the Motor Pool (they 'land' but never counted as properly landed, until this fix)
  • Improved startup logic for Vehicle Interaction Widget to run several bits of 'first update' logic after a short delay, rather than just weapon check (to fix a healthbar incongruency issue on loading a save)
  • Minigun - Animations improved
  • Spec Ops New weapon added M14 EBR
  • Spec Ops New weapon added honey badger
  • Spec Ops greatly boosted to make him a more effective End Game unit.



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/

Next Straw poll is now live | Vote Closes Friday at Midnight

We need your feedback! Please vote ASAP the poll ends Friday at midnight! If your having path finding issues make them known now we will be choosing our next major system very soon to focus.


https://strawpoll.com/xjzwo7rv3

The Pathfinder Update Fix #4 - 0.7.122

Letter from the Producer #1

https://steamcommunity.com/games/979640/announcements/detail/2970672485634875929



[h2]We are working on a another patch that will come out in the next 24-48 hours to address Recruit difficulty being a bit too hard... Stay tuned![/h2]

[h2] Weapon List coming for October [/h2]
In this patch im proud to announce some new weapons coming to the game to expand your tactical options

Sniper rifles:
M24

Shotgun:
Mossberg 500

Assault Rifles:
M4
F2000
G36C
AK varient
Honey Badger

Pistols:
M9
Glock 17

SMG:
MP5

LMG:
M60a4
Stationary HMG M2 - that the heavy can break down and set up

This build will require a new save file for any saves 0.7.119 and older we added the old build as a "beta" tab for those wanting to finish their current games. Anything .120 or newer will work as is unless otherwise reported here!

[h2]The Pathfinder Update Fix #4 - 0.7.122 All builds[/h2]
  • DirectX10 Launch option removed (It was deprecated a long time ago) DirectX11 is now the standard one while we work to fix 12 and Vulkan
  • New Game Launcher added
  • Cerberus: Cannon upgrade is now 2k from $1250.
  • Additionally the mortar upgrade is now $2500 from 1k.
  • Sparrow: was $4500 is now $2500
  • Base Heli: was $6500 is now $2300
  • Jltv: was 10k is now $3500
  • Mule/Mutt: Was 2k is now $1300
  • Radio operator: was 3k is now $900
  • M16: reduced spread values from 10 to 4. Adds to it's effectiveness, so it's more accurate than the M4
  • M1014: was $2500 is now $300
  • Javelin: Was 12k is now 4k
  • Flamethrower: Was 4k is now 2k
  • M249: Fixed missing animations and damage curve.
  • Fixed turrets getting 'warped upwards' if they are built next to a rubble wall, then that rubble wall is rebuilt
  • Cerberus 105mm will now respect the Explosive Weapon ROE rules the player has defined
  • Updated the Chelsey System 'order loop' on a per-spawn node basis to have an 'overpopulation despawn' check, to combat too many infected from existing on the map at one time It more aggressively despawns infected when the Infected Soft Cap is surpassed by a bit more than 50 units


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/