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Cepheus Protocol News

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

The Pathfinder Update Bug fixes - 0.7.118

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


[h2]The Pathfinder Update Bug fixes - 0.7.118[/h2]
  • Various floating objects and improper collision assets were refined
  • Chainlink footstep sfx assets
  • Collision system revamp for how we handle interactions between objects
  • Fixed command post truck locations 'blocking out nav' even when Capture Trucks are enabled (it wasn't properly removing its nav in reaction to Capture Truck enablement)
  • Fixed Capture Truck, Scout Drone, and HEMTT purchase buttons not displaying why they're not purchaseable if you don't have the money
  • Updated the Medical Truck and Ammo Truck purchase buttons from the Capture Truck to better display their name when you cannot afford them, and made that portion of text on the button shrink instead of wrap if it doesn't fit
  • Added new 'ThreatBoostToStructures' value to Base_Character, to boost their perceived threat from enemy structures (Used this to make the Juggernaut more likely to target structures, so he doesn't get as easily confused by walls)
  • Updated unit entry to garrison(s) to offset the garrison entry by the garrison capsule's halfheight, so units won't get easily 'confused' when trying to move to garrisons (in short: units are less likely to ignore an 'enter vehicle' order)
  • Brake lights for vehicles that are not moving
  • Made the Capture Truck call-in button 'highlight itself' when it's added
  • Bolstered Chelsey System's hive health by 3x, and made it less vulnerable to fire
  • Tons of Misc level design changes across the board to improve navigation and accuracy of shots
  • Updated Barbed wire meshes
  • Added a new option to the Engineer doctrine for double layered barbed wire


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

Cepheus Protocol Dev Update #7 San Francisco North Update

Our next developer video will be premiering at 9:30 PM PST.

Watch it live here!
https://youtu.be/nVrwXehllzg

The Pathfinder Update Bug fixes - 0.7.117

[h2]The Pathfinder Update Bug fixes - 0.7.117[/h2]
  • Fixed up a proxy actors causing backtracking issues with vehicles
  • Improved move proxy logic between Presidio and Southern Treasure Island via the Dutchman's Bridge
  • Completed a 'loop' of vehicle nav on the eastern side of Angel Island to prevent vehicles from getting confused in the woods
  • Added a move proxy to the southwestern side of Angel Island to resolve a backtracking issue when traveling from Treasure Island South to Angel Island
  • Added a move proxy to the middle of the Angel IslandTreasure Island South bridge for movement between Angel Island and Treasure Island south, to resolve a movement loop created by previous fix
  • Added new vehicle nav to Grid 2 to resolve awkward vehicular movement inside a fenced locations
  • Updated the Command Post trucks to properly reappear if the Capture Truck system is not active (they were erroneously tied to the Chelsey System's presence)
  • Resolved an issue with Tier 2 Gates blocking vehicular travel in certain circumstances
  • Added some rudimentary 'collision ramps' around the Presidio-sided edge of the southern bridge between Presidio and Treasure Island South
  • Fixed some trees near there, too
  • Added some additional vehicle nav to the Grid 10 Naval Base (to fix move orders near the fence messing up)
  • Added more navblockers on the landstrip on the west side of Treasure Island SouthNorth, to prevent units from walking off that cliff or spawning there
  • Added navblocker to a spot between G6G7 to stop soldiers from getting stuck In response to this thread post ( https://steamcommunity.com/app/979640/discussions/0/3057365237538115481/ ):
  • Split the First Names list into three arrays: Unisex, Male, and Female
  • When requesting a First Name, 20% chance of Unisex First Name array being used. Otherwise the first name will be chosen based on the requestee.
  • Added more first names to both Male and Female lists (mostly based on Top 100 Male/Female American first names, favoring shorter names)
  • Updated the Ammo Runner logic to fix an issue with restoring ammo for vehicles
  • Updated Cerberus BMG, Mortar and 105mm to have larger ammo supply costs
  • Fixed an issue where a Capture Truck could claim more than one territory if you interrupt its deploying sequence
  • Implemented a fix for loading Shredder Rounds unlock (or unlocking it fresh) to prevent Chelsey from ignoring the Shredder rounds


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