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Cepheus Protocol News

The Pathfinder Update Fix #3 - 0.7.121

Letter from the Producer #1

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



[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 Further fixes - 0.7.121 All builds[/h2]
  • When a pod completes construction, it will now move any units that may be overlapping it 'out of the way' (previously pods would only run this check when they initially spawn or load: now they will do this when they complete construction, too)
  • Updated Infected Interaction Actor logic to not 'clear' the movement target if the infected who is moving to it is not currently on a landmass (i.e. if they're on a bridge, for example, they'll no longer be able to 'switch construction orders' and then get confused about how to move there due to being on a bridge)
  • Implemented a speculative fix to structures taking fire damage from an unknown source
  • Hooked up infected civilian 'carriers' to use the Move Proxy system (so they more intelligently should use bridges to move between zones, at least in their initial panic after becoming a carrier - not perfect, but it's better)
  • Assault Starter weapon changed to be the newly added M16
  • Price balances all across the board for all weapon upgrades including Striker Weapon upgrades
  • m16 tweaks - m4 mag change 30 to 60
  • m16 - rate of fire tweaks for balance
  • Assault: 2k is now $850
  • Engineer: was 2k is now $700
  • Medic: was 2k is now $750
  • Sniper: was 5k is now $950
  • Spec ops: was 4k is now $1200
  • Heavy: was $3500 is now $1050
  • Mini gunner: was 15k is now 5k
  • Scar: was 2k is now $550, Base damage adjusted from 46 - 40
  • M4: was $1500 is now $200 base damage was 20.5 is now 19.5
  • UMP: was $500 is now $300 base damage was 40 is now 35.
  • m107: was $4500 is now 1k
  • P90: was $500 is now $200 base damage was 28 is now 18.5
  • MP7: was $500 is now $200 base damage was 22 is now 18.5
  • Saiga 12: was $1500 is now $350
  • Minigun: was 6k is now 3k
  • M240: was 6k is now $850
  • M249: was $500 is now $700 base damage was 48 is now 43
  • Cerberus: was 10k is now 4k,
  • Cerberus BMG upgrade is now $850 from 10k,
  • Cerberus Cannon upgrade is now $1250 from 10k
  • Cerberus Mortar is now 1k from 8k.
  • Charon: is now 6k from 8k
  • Shawnee: was 15k is now $9500.
  • 33mm upgrade was 10k and is now $1500. Base damage was 100 is now 75.
  • Mutt/Jltv : BMG was 10k is now $850. base damage was 50 is now 55.


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

The Pathfinder Update Fix #2 - 0.7.120

Letter from the Producer #1

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

This build will require a new save file we added the old build as a "beta" tab for those wanting to finish their current games. 0.7.119

[h2]The Pathfinder Update Further fixes - 0.7.120 All builds[/h2]
  • Tab following bug resolved
  • Also updated the spawning of the Decal3D and CameraFollowComponent to utilize the unit's scaled capsule half-height, for units that may be scaled differently
  • Adjusted Shop logic to make the Capture Truck's shop array have the 'medical/ammo tent' selections occur after the units
  • Updated the hovertip for the Medical/Ammo Tents
  • Also updated how the 'title' of hovertips for building construction from a shop are acquired by updating the Base_GameState's 'get building name' logic to return the DisplayName value from the BuildingStats, rather than checking against a hardcoded switch
  • Added Multiple fire animations to all guns for more variation
  • Fixed a flaw with infected 'pod construction logic', and used this improvement to also encourage infected who have pods to construct to be more motivated to finish their pod
  • New Minimap Images
  • Created basic 'FalloffSafetyVolumes' that only work on unrendered units for now (to stop infected who are unrendered and thus 'updating' more slowly from 'going too far' off of ledges)
  • Applied these to interior bodies of water on Treasure Island South - seems to work well.
  • Filtered out Leviathans from the new FalloffSafetyVolumes to make them more efficient moving
  • Updated FalloffSafetyVolumes to be children of the NavModifierVolume (so they can double-duty and block nav too)
  • Fixed the Treasure Island map's navmesh bounds not encompassing the new power plant
  • Added new Falloff Safety to the Power Plant on one of the cliff faces (moved to Zone 0 Nav to not conflict with Myles's update, he'll fix it back to where it should be)
  • Fixed a nav issue in the Treasure Island master
  • Marked the Horde-related custom game settings to be 'CURRENTLY DISABLED' in their hovertips
  • Added basic Chelsey Lieutenant logic with basic Mercer Radius class and Hive, that are less impressive than Chelsey's own
  • New icons added to represent Chelsey/LT's
  • Clearing of Vehicles added
  • Chelsey's LTs have logic to ensure they don't use Chelsey's voicelines
  • Added basic logic to allow dynamic scaling of melee radius+range by unit scale (so these bigger units can swing more easily and not get 'stuck' trying to get closer).
  • Also added logic to make Chelsey/LTs clear their boss healthbar on their death
    adjusted navigation mesh size
  • Updated Infected's melee cooldown to be removed when attacking civilians (to speed up their effectiveness in infecting the 'still' civilians when the player isn't watching)
  • Updated LOD 3 of most human characters to remove more bones (they didn't have a bone removal list) Improves performance
  • Boosted Chelsey and the LT's Minimap Icon Size (from 20 to 40)
  • Disabled Tick on all UI except the Tutorial Screen to improvement performance
  • some minor optimizations in to the Unit Card and Unit Group widgets
  • Made the medical truck's radius sphere hidden at all times (this is the actual gameplay sphere, which was cluttering the level appearance in editor)
  • Resolved a loading issue where loaded Spawn Pods would, on reaching max health, summon up to one additional spawn pod in their area (resulted in 'extra' pods appearing when loading, in areas where they shouldn't be)
  • New StationaryMeleeMontages array added. If a unit is stationary and tries to melee, while there are StationaryMeleeMontages available, the character will perform one of these.
  • While performing a StationaryMeleeMontage, the unit's movement will be frozen.
  • The old reload duration values are still there for things that don't have a direct animation (such as Cerberus 105mm)
  • Has 'reload interruption' logic loop: if reload gets interrupted by some other montage, character will check for when they finish playing any current montages in order to restart the reload montage
  • Updated the base AIController's 'face point after moving' logic to be ignored if the unit is in combat and the 'face direction' is not enforced
    (this is to fix an issue where units sometimes 'flip' 180 degrees during combat, then immediately turn back with a turn anim)
  • Fixed the 'duplicate Chelsey' in the Treasure Island only map (she was still pre-placed for the old pre-Lieutenant system)
  • Minor optimizations to driver/ancillary vehicle meshes
  • Boosted 'not visible tickrate' values for Infected+Civvies from .4-.49 to .5-.59 (doesn't seem to cause falling-off at that level, maybe could go higher)
  • Added 'visible to player but still not rendered' layer to movement component optimization, currently set to an interval of 5-6 ticks for infected+civvies (so if you're not looking at something but it's technically visible to the player, it'll still be a little less expensive)
  • Vehicle reduction 60%-70% across the maps for excessive clutter
  • increased street light render distance 15000 > 50000.
  • Updated the construction of Medical/Ammo tents: so they are built in place
  • Added new logic for AutoConstruct to.. automatically construct, and not allow the player to right-click on the auto-construct to assign new builders
  • Updated saving/loading of constructs and buildings to allow constructs to be registered as 'Dependent' on a building (so if you save while a tent is auto-constructing, it won't 'forget' that its source is the Capture Truck, and thus remain up in the world if the Capture Truck is removed)
  • Added logic to hide the call ins when starting a new game on the Zone 0 or Open World Master
  • The game will now pause when Select Location pops up (after some initialization logic in it has run, in order to ensure you can see infection areas)
  • Updated fire-damage dealing to respect the firestarter and give them credit (EXP, etc.) for the kill if something dies from said fire damage
  • Trimmed down an issue w/ FindFloor optimization that caused units to get 'stuck' on sidewalks
  • Added some debug widgets (with new bools to auto-show them in the Player Controller BP)
  • Added a speculative fix to the 'particle crash' on closing the game session (changed the pooling method for MuzzleFX to None from AutoRelease, and made weapons destroy their current muzzle FX when they run WhenDestroyed()). Seems to work.
  • Added a basic (needs more testing) 'civvie clearing' logic to the Chelsey System, for culling civvies from zones where they're not needed as much
  • Added a basic 'infected reinforcement' system to cause more infected to emerge from pods and join the Chelsey System's forces in roving the map, infected people, building pods, etc. when infected population gets too low
  • Added a logic for infected in a zone to check further away for pods to construct (to prevent situations where a zone with a mass of infected 'stagnates' and doesn't spread due to all nearby pods being completed, and the local order loop not detecting anywhere else to construct something)
  • Hooked up 'build location zones' for each bridge, in the appropriate maps (i.e. intra-landmass zones only are in OpenWorldMaster, but TreasureIsland's Alcatraz/PowerPlant bridges are in Zone 0 Spawn Nodes)
  • Hooked up logic to remove the Infection Zone Widget for the Build Location Zones, since they don't have command posts
  • Added an ROE option for idle-reload. If active, units who exit combat mode will wait for the specified interval (5-20 seconds), then reload if they can
  • Removed the Audio Component from the default BaseLandscapeOverlapActorBP, replacing it with a 'PlaySoundAtLocation' call (to save memory: every tree had one of these compnents!)
  • Added logic to disable the Tilt Away logic that trees use when Juggernauts run into them
  • Added a fix for the Vision Indicator to show the Weapon Range rather than just the unit sight (so flamethrowers won't erroneously show a really long range)
  • Speculative fix for muzzle flash crash (no longer attaching the muzzle flash to the weapon, no longer calling a clear on it on weapon destroyed)
  • Added backup logic to reload if animation montage 'glitches out' due to corruption to force reload to complete anyway
  • Re-created SCAR reload montage due to corruption with that montage
  • Added quick bool 'bCanAttackAerialTargets' (likely want to make this more in-depth later) to stop infected that have no aerial attacks from running after helicopters/drones
    brought maps up to old roads for new process
  • Replaced gameplay-relevant functionality to run off of GameTime (and a simulated 'GameTimeDay') in the GameState rather than the ingame 'visual day' This way, people playing with custom timescales (via custom game option) will no longer have gameplay ramifications of days passing too slowly/too quickly to make things easier/harder
  • Added a move safety -Increased time between vehicular spawns if you order in bulk (from 5 seconds to 10) to reduce 'spawn traffic jam' issues
  • Made helicopters interact with RVO avoidance, so if they're landed, other vehicles will know said helicopters are an obstacle
  • Added a vehicular movement safety to 'time out' the slower acceleration if it's been a long time since last move order (so vehicles won't get 'stuck' at low acceleration if something goes wrong)
  • Fixed the 'Vehicle Blocking Nav' being prioritized under 'Road Nav', resulting in weird conflicts that confused movement logic
  • Fixed up some of the new landscaping vehicles' navigation(s), and change some nav types to better suit the vehicle type (i.e. Juggernauts cannot just 'walk over' a tall truck, but they should walk over a smaller car)
  • Also fixed up police cars not being properly converted to the landscaping system
  • Fixed an issue with camera following 'breaking' after following something again
  • Fixed an issue with proxy movement interfering with formation following movement (if a unit was given a move that required proxy movement, then given a separate move order after that makes them follow a formation leader, they were apt to ignore that formation leader)
  • Fixed Brisdover Bridge (Between Treasure Island South and Presidio) being erroneously stored in Presidio and Treasure Island Landscape instead of in the Open World Master
    Adjustment to beach nav blockers near Chelsey's Villa
  • Fixed truck navigation to work for an overturned truck on the Alcatraz bridge
  • Added speculative fix to particle crash: muzzle flashes will now be deleted prior to loading/opening a new map
  • Safety Added for properly destroying particles when the game is exited



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

The Pathfinder Update Bug fixes - 0.7.119

Letter from the Producer #1

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


[h2]The Pathfinder Update Bug fixes - 0.7.119 All builds[/h2]
  • HEMTT mask fixed
  • Tweaked collision on the Call In Preview Mesh to prevent it from moving units around (i.e. if you move the carpet bomb indicator onto units, it might scoot them, except now that's fixed)
  • Hooked up Dimitry's new Medical+Ammo tents over the constructible trucks from the Capture Truck
  • Angel Island fixes
  • NoVehicle blockers added to catwalks (G3), Double checked presidio and fixed clipping, and minor floating objects
  • Various Animation improvements for Walking/Running Cycles
  • Updated the Medical+Ammo tents to use the new buttons+minimap icons from Juniardi
  • More risky spawn locations are now 'rejected' in favor of BackupSpawnLocations
  • fix for pod decals.
  • new launcher Background
  • fixed dp12 littlebird animation for DP12's
  • Fixed some math regarding the Spawning Volume backup spawn locations
  • Fixed up some tents on Angel Island which were distance culling erroneously early
  • Adjusted some backup spawn locations on Angel Island
  • Added more backup spawn locations, this time to Treasure Island and Presidio
  • Fixed up the Treasure Island eastern bridge (between north+south sides) having some move proxy issues (distance checks were too great)
  • Added some navblockers to stop units from walking off a cliff on the southeastern side of Presidio
  • Also fixed some trees that were there and hanging out in the water or on the cliff itself
  • Resolved an issue with spawn nodes not properly loading as 'active' if they have completed spawn pods due to the load
  • Smoothed some defense response logic to try to make it more quick to respond if no other nodes are defending
  • Made pod construction completion make a node count as 'activated' under the Mercer System, for defense responses
  • Resolved a collision issue which caused player wall rubble to block movement
  • Added logic to prevent airlifted units (or units garrisoned into airlifted units) from firing their weapons
  • Sea side hotel improvements
  • Bug fixes to Bounty System compatible with the Chelsey System
  • Updated move proxy logic to reject move proxies to other landmasses if a move proxy to the target landmass is accessible (though inter-zone move proxies can still be queried) - this resolves an issue with the western landbridge on Treasure Island
  • Added an additional move proxy to Angel Island to prevent 'looping move order' issue for vehicle move orders moving from the Carnside to South Angel Island
  • Added several 'ramp' blockers on some points on the western edge of Angel Island to allow units to go up ramps that they have trouble climbing
  • Updated initial move command order from the Player to make units in the ordered selection 'switch to vehicle nav' if a vehicle is in the move order
  • Added some 'no-vehicle' nav areas to some spots on Angel Island's western coast to stop vehicles from trying to 'ride the rails' of the island
  • Added some more vehicular nav to Angel Island near the base
  • Tracked down and resolved an issue with collision on infected Spine Turrets causing them to ignore bullets
  • Fixed a crash with field turrets
  • Added logic to make ammo runners ignore refilling turrets (turrets function on a different system)
  • Fixed a construction issue with building the CERC building (sandbag construction actors were set to 'player wall' rather than 'obstacle' nav, which caused player units to not want to walk 'into' them to construct them at some angles)
  • Adjusted collision on the construction silhouette to stop it from pushing units when in Turret/mine/etc. mode
  • Adjusted turret collision to not block units walking past them (the barrel was blocking movement)
  • Adjusted turret navigation modifier to not be so tiny
  • Fixed Duplicating Chelsey bug
  • Several new zones were added to open world
  • Adjusted vehicle selection boxes so they properly rotate with vehicles
  • New Custom Game Options (Set Starting Money, Time Scale (How long each second is ingame), and starting Doctrine level


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

Letter from the Producer #1

Hey guys! So this is a little series i wanted to start to talk about the development of Cepheus Protocol . Enjoy!

Basic Splash screen

So we can keep users informed on our current progress and easily connect them to our Discord and help build a larger community


Lore website/Tutorial

We are also working on a Lore/Tutorial website for CERC that will launch in the next few weeks. Early Preview below!


CERC Outfit meshes revamp

We are currently planning to revise all CERC units and models to prepare them for UE5 and use the added excuse to improve and unify their designs. Heres some quick previews on that front.



Path Finding Improvements


Our first attempts to rectify the path finding were met with mixed results with some users reporting vast improvements to their determinizing logic and others outright still frustrated by it. We chose to dig deeper and gather more data to ensure that when we move on from path finding its a "true" solution that wont require us to backtrack in the future or affect future maps by what we "can" and "cannot" do based on the technical limitations we artificially created ourselves by a shoody workaround to improve path finding.



Thanks to all that have been weathering the seas collecting the pros and cons of our current implementation of path finding and we are currently working on determining if a viable solution is implementing a vastly improved A* path finding system that will in our opinion far improve the current setup.

We expect to continue to keep rolling out smaller bug fixes to the current path finding system over the next week as we also work to polish this system. But this is an avenue we are actively pursuing aggressively.

Factions


Now the big one! Simply said this update will change the very fabric of how the game is played in every regard adding actual repercussions to your actions and how you play the game. This is next up after we are content with the path finding fixes mentioned above.

The rollout will be in waves as followed:

[h3]Stage 1: Natalie's Faction is removed temporarily so we can improve and focus on Pierce and the civilian AI. [/h3]
  1. Pierce will gain random starts as with Chelsey. He will gain a personality of a defender/protector of the people, that kind of approach to gameplay. In which he will attempt to continually engage and stop Chelsey from expanding across the map
  2. As he enters stage two when he realizes hes losing ground and he doesn't have the men to do it anymore he will make the transition to ally and vassalize nearby dynamic civilian groups that are popping up all over the map. They will then form a protective net where they will intend to "Hold out" from Chelsey and any civilian groups that are hostile I.E raiders/cannibals or you (CERC). Pierce will recruit out of these groups to replace his losses
  3. He will continue this personality till they ultimately die as Chelsey takes the map over X hours/day since she will eventually out play and win as the virus starts to mutate

[h3]Stage 2: Natalie enters the Fray[/h3]
  1. Natalie's faction will be treated like a force of chaos not erecting and having a central zone or location. They will recruit out of the more desperate survivor groups that are formed I.E cannibals'/raiders more desperate groups on the island that are created from the conflict overall.
  2. They will not have a central base but small/tiny outposts across the map from where they recruit from the zones they are within
  3. Natalie will hate/fight Pierce's group whenever she can and carry out hit and run attacks including suicidal bomb runs on his compounds
  4. Sub factions like Natalie and Pierce can kill each other and they will have hero units that represent them in gameplay.
  5. Killing a faction leader will effectively "End" that faction making 80% of their units abandon their post and making their territory ripe for the taking by another group.



Infection System Expansion


From the onset of our release on Early Access we wanted to properly divvy up zones in a "Shroud" whenever Chelsey took land . The idea was that she is converting the space/zone to something more hospitable to her kind collecting biomass and other things to turn cities into an alien hellscape almost.

We have been working towards that front to expand the visuals and accomplish this over the last few weeks and will continue to expand it with biomass that will grow out from the floors/walls and more as she continues to expand into the zone.

It should be noted that this will expand into Walls/barriers she will form from biomass that will impede player access and lockoff access to certain sections requiring a flamethrower be handy for these situations else aerial insertions will be required to bypass them
Expansion of Custom Game Options


More ways of playing the game are being listened to and sought out overall and we want to accommodate more playstyles going into the future.

  1. Changes will be made to allow tall/wide gameplay styles I.E expensive upgrades tied to the development of your CP truck that will allow you to increase the amount of population a zone provides (Addon structures) and money zone increases for those that prefer to take a small zone of 3-4 provinces and prefer to build "tall" The cost of these upgrades currently are planned to take into account of how many zones you have to scale the pricing.
  2. More sliders and launch options like real time mode and more based on community suggestions of what they want to see
  3. Tactical Pause is being looked into no ETA yet
1P Operator October Halloween Launch event


This has been a hidden secret on our discord for myself and Justin that have been the two only developers working on it alongside the other duties we have. I will explain now exactly what this "Feature" is and our hopes for it!

https://youtu.be/hRJAck0prD0

  1. The Operator is meant to be a RTS/1P hybrid unit the only of its kind that you can customize and is "your" avatar in the world. I've been talking about making a hero character to work alongside winters well here it is.
  2. You can call Him/Her in at any time initially for free practically but each time they die you will have to pay an expensive cost and it will scale with overall level and proficiency.
  3. You will be able to pick and choose what abilities from the other classes you give and name him/her from a creator character screen on the main menu. They will be accessible to all current and future games from the call in window
  4. In 1P the operator will be able to climb objects, Dive/Slide, Melee, Enter vehicles and drive them, be a passenger, and command them from a basic selection/order menu . It should be noted we will rollout their abilities and expand upon him over time giving him more weapons and abilities as we listen to our community.
  5. Their level will be persistent over play sessions so you can grind him out and get him to max level


    For the Halloween release the plan is to have it so he can access and switch between all the current CERC weapons/command units/RTS-1P in fully functional in swapping / But vehicles might be delayed to a latter time as we have no intention of neglecting the RTS elements of the game as they are a priority first and foremost!


Unreal Engine 5 Update


We are waiting till the engine is more stable and out of the beta phases so we can transition the project from UE4 to UE5 cleanly as doing it too early will cause stability and new crashes that we wont be able to fix or support in earnest because Epic Games will be developing and expanding on those systems. As they have notated it shouldn't be used for "Live" projects just yet because of its unpredictability and that its lacking features even enabled by default on Unreal Engine 4.

https://www.youtube.com/watch?v=d1ZnM7CH-v4

UI Revamp

As an update here is the revamped UI that will be adjusted following the factions changes.


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/

Year 2 Content reminder


AmA on Discord August 14th at 12 PM PST

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

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

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

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

Discord join url:



Bring your questions and see you then!


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