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Cepheus Protocol News

Wrapping up Year 1 Content! Factions and Dynamic Civilian Factions...



Factions beta + live stream are being rescheduled for April 9th

We will be using the extra time to improve Faction AI like squad tactics, their utilization of our new cover system and reformulating the ROE window . We apologize for the delay but it's just not ready yet and we need the extra time to implement factions properly.

Thanks for your continued patience

Stream Url https://www.twitch.tv/halcyonwinds


Patch Schedule for March 2021

Over the next month you will notice a drought in terms of patches as we will be heavily focusing the implementation of Factions. If there are any severe issues/bugs these will be prioritized first but we will be putting a hold on adding any further community suggestions for the month of March until April. We will be aiming for at least 1 patch a week for the next 2 weeks.

Arsonist Faction

Police Faction


[h2]Factions and Dynamic Civilian Factions Live Stream [/h2]

We will be having a live stream on March 26th to essentially do a breakdown of factions and have it as a community event to gather feedback and talk openly about our first implementation of factions.

Patch Schedule for April 2021


Our plan going into April will be for any remaining adjustments needed for Factions and then move into the polish stages. We will be putting up a special "branch" for those having optimization issues to provide "stat" files these will allow us to quickly and effectively fix performance issues.

Short List of Polish Items

* Infected can climb building
* Infected can swim
* Improving Path Finding
* Formation Dance Bug
* Squad Formation overhaul
* A system for allowing all units to enter a building and climb the stairs to get to a rooftop ( will not be a full garrison system like they fire out of windows)
* Performance profiling and improvement
* Cleaning up the code base and optimizing it for modding and coop support
* Infected Growth on structures and VFX to show when a zone is owned

Patch Schedule for May 2021


This month will be on the focus on any leftovers from polish and then situating Coop. 95% of this month will be coop and we expect to have a beta this month. It will stay in beta for a 1-2 month period while we work to get systems fully online and take into consideration feedback on any adjustments that might be needed to really provide a proper coop experience. We will be announcing a Year 2 Roadmap on May 15 that will go over all the systems coming next.

Because of recent delays modding is still planned but being fit into Year 2 content now.

Year 2 Roadmap coming on May 15!


Patch Notes - 0.7.90 Stability and further Minor Bug Fixes

Operation Hammer Down continues... and we need your Help!




Starting a few weeks ago we pushed out the started inklings of Operation Hammer Down. Our first major patch which targets adding more replayability and simulating a larger world to fight in. We want to hear what you folks have to say about how it plays so we can properly focus the aspects that need the most attention. After we feel they are in a good place overall we will shortly afterwards put up a factions public beta.

  • Finalized Open World Map
  • Doctrines
  • Juggernaut
  • Little Guy enemies
  • Leviathan
  • Revised Power Generation System


[h2]Patch Notes - 0.7.90 Stability and further Minor Bug Fixes[/h2]



There is an economy rebalance coming soon. Also quite a few refinements are coming to the Worm/Leviathan

As a reminder here is our schedule for the next 3 months of development!
https://steamcommunity.com/games/979640/announcements/detail/3025827991049876866

Share your feedback here on the Worm/Leviathan
https://steamcommunity.com/app/979640/discussions/0/3113646913571960146/

[h2]Patch notes from this patch[/h2]
  • Added a crashfix for infinite-loop horde-sphere following logic for Leviathans
  • Improved Leviathan 'avoid Restrictor' logic to look more smooth (had rotation issues)
  • Added another safety to prevent circumstances where the Leviathan would 'scoot along the surface' while 'standing'
  • Improved Leviathan 'underground movement' to be more reliable (without situations where he starts potentially going ever deeper, and reduced situations where he's tunneling on the surface)
  • Added a fix for the Leviathan getting 'stuck' in a non-moving state
  • Added a fix for the Leviathan getting utterly confused under a Restrictor to the point of never emerging until it decides to leave combat
  • Fixed a potential crash from spine turret delegate binding when loading a save
  • Removed the Leviathan's 'hiding from thermal vision while burrowed' logic
  • Added logic to better clear the Leviathan's horde-following logic (should it clear early for some reason, or similar situations)
  • Also to make the horde-following logic allow the Leviathan to target the zone in question if we lose track of the horde we're following (due to the horde's destruction, perhaps)
  • Improved Leviathan to better account for travel distance when setting his 'leave combat' timer when attacking a zone as part of a horde
  • Improved Leviathan's 'unnavigable move emerge point' logic to be a bit more reliable (not perfect yet)


Cepheus Protocol Novelization is now available on Steam Store!
https://store.steampowered.com/app/1387390/Cepheus_Protocol_Novelization

Keep in mind this book takes place before, during and a bit after Pandemic mode and follows dozens of characters around the events of CP. It will hint to our year 2 content(So spoilers if you analyze it close enough). Its not for the faint of heart (Very violent deaths and all that). You can pick it up for $3.99 now!

It will also be available on the Steam Store as an DLC on October 1st if you prefer to get it there! Just keep in mind on our website we make 99% of the sale the rest goes to PayPal

Feel free to use the #💬lore-questions on our Discord to discuss the ramifications of what the book brings to the universe and how it will affect the game as we start to work in story elements presented in the novel

Patch Notes - 0.7.89 Leviathan AI Improvements & further minor fixes

Operation Hammer Down continues... and we need your Help!




Starting a few weeks ago we pushed out the started inklings of Operation Hammer Down. Our first major patch which targets adding more replayability and simulating a larger world to fight in. We want to hear what you folks have to say about how it plays so we can properly focus the aspects that need the most attention. After we feel they are in a good place overall we will shortly afterwards put up a factions public beta.

  • Finalized Open World Map
  • Doctrines
  • Juggernaut
  • Little Guy enemies
  • Leviathan
  • Revised Power Generation System


[h2]Patch Notes - 0.7.89 Leviathan AI Improvements & further minor fixes[/h2]



There is an economy rebalance coming soon. Also quite a few refinements are coming to the Worm/Leviathan

As a reminder here is our schedule for the next 3 months of development!
https://steamcommunity.com/games/979640/announcements/detail/3025827991049876866

Share your feedback here on the Worm/Leviathan
https://steamcommunity.com/app/979640/discussions/0/3113646913571960146/

[h2]Patch notes from this patch[/h2]
  • A new Restrictor building blockout has been added that will scare away Leviathans.(This mesh will receive more refinement over the next few weeks as we broke our rule for any more community suggestions to ensure this got in for you folks! Now back to Factions!! )
  • Restrictor Unlocks in Phase 2, costs $5000 and requires 50 power
  • Added logic to make the Leviathan 'change his mind' about emerging if its within a non-navigable location (he'll try to adjust rather than emerge from within a building)
  • More SFX/Ambiance added to the Islands
  • Leviathans will now only be summoned by Hordes
  • Once a Leviathan enters the world, he will only assist hordes until he's bold enough to strike out on his own (after 6 horde participations, he'll be able to start flanking on his own instead of assisting a horde, though he can do that too)
  • Leviathan incubation rate boosted to 1200-1600 seconds (from 800-1000) (multipliers for incubation rate from difficulty/custom mode still apply, but the value they're multiplying is larger now)
  • Fixed grenade throw visualization
  • Result: Leviathans should be more manageable now. When you see one, you can be sure that he'll be striking at zones of yours that are bordering infected zones unless you let him live too long, in which case he'll be emboldened and start flanking you.


Cepheus Protocol Novelization is now available on Steam Store!
https://store.steampowered.com/app/1387390/Cepheus_Protocol_Novelization

Keep in mind this book takes place before, during and a bit after Pandemic mode and follows dozens of characters around the events of CP. It will hint to our year 2 content(So spoilers if you analyze it close enough). Its not for the faint of heart (Very violent deaths and all that). You can pick it up for $3.99 now!

It will also be available on the Steam Store as an DLC on October 1st if you prefer to get it there! Just keep in mind on our website we make 99% of the sale the rest goes to PayPal

Feel free to use the #💬lore-questions on our Discord to discuss the ramifications of what the book brings to the universe and how it will affect the game as we start to work in story elements presented in the novel

Wrapping up Year 1 Content! Factions and Dynamic Civilian Factions...



Patch Schedule for March 2021

Over the next month you will notice a drought in terms of patches as we will be heavily focusing the implementation of Factions. If there are any severe issues/bugs these will be prioritized first but we will be putting a hold on adding any further community suggestions for the month of March until April. We will be aiming for at least 1 patch a week for the next 2 weeks.

Then shortly around the 19th to the 26th we will be enabling the public beta branch for the remainder of the month for early adopters to try out Factions.

Arsonist Faction

Police Faction


[h2]Factions and Dynamic Civilian Factions Live Stream [/h2]

We will be having a live stream on March 26th to essentially do a breakdown of factions and have it as a community event to gather feedback and talk openly about our first implementation of factions.

Patch Schedule for April 2021


Our plan going into April will be for any remaining adjustments needed for Factions and then move into the polish stages. We will be putting up a special "branch" for those having optimization issues to provide "stat" files these will allow us to quickly and effectively fix performance issues.

Short List of Polish Items

* Infected can climb building
* Infected can swim
* Improving Path Finding
* Formation Dance Bug
* Squad Formation overhaul
* A system for allowing all units to enter a building and climb the stairs to get to a rooftop ( will not be a full garrison system like they fire out of windows)
* Performance profiling and improvement
* Cleaning up the code base and optimizing it for modding and coop support
* Infected Growth on structures and VFX to show when a zone is owned

Patch Schedule for May 2021


This month will be on the focus on any leftovers from polish and then situating Coop. 95% of this month will be coop and we expect to have a beta this month. It will stay in beta for a 1-2 month period while we work to get systems fully online and take into consideration feedback on any adjustments that might be needed to really provide a proper coop experience. We will be announcing a Year 2 Roadmap on May 15 that will go over all the systems coming next.

Because of recent delays modding is still planned but being fit into Year 2 content now.

Year 2 Roadmap coming on May 15!


Patch Notes - 0.7.88 Branding, Collision Improvements and Levi Changes

Operation Hammer Down continues... and we need your Help!




Starting a few weeks ago we pushed out the started inklings of Operation Hammer Down. Our first major patch which targets adding more replayability and simulating a larger world to fight in. We want to hear what you folks have to say about how it plays so we can properly focus the aspects that need the most attention. After we feel they are in a good place overall we will shortly afterwards put up a factions public beta.

  • Finalized Open World Map
  • Doctrines
  • Juggernaut
  • Little Guy enemies
  • Leviathan
  • Revised Power Generation System


[h2]Patch Notes - 0.7.88 Branding, Collision Improvements and Levi Changes[/h2]



There is an economy rebalance coming soon. Also quite a few refinements are coming to the Worm/Leviathan

Share your feedback here on the Worm/Leviathan
https://steamcommunity.com/app/979640/discussions/0/3113646913571960146/

[h2]Patch notes from this patch[/h2]
  • Fixed units that were running in Patrol before hitting a patrol point while in combat entering a 'run' status without actually speeding up
  • Added a safety to prevent units that hit a patrol point while in combat to forget their patrol path when combat ends
  • Improved patrol 'waypoint detection' distance to account for unit capsule size, reducing or eliminating situations where saved patrollers would load 'next to' their waypoint and think they haven't reached it, thus stand still
  • Improved movement safeties for patrolling to 'restart' the movement if needed should an "OnMoveCompleted" call occur without thinking that we overlapped the patrol point
  • Made vehicles not stop patrolling if they see an enemy
  • Boosted T2 Wall health to 3200 (from 1600)
  • Boosted Electric Wall health to 3600 (from 2000)
  • Boosted T2 Wall Corner health to 1600 (from 800)
  • Reduced Player Building damage resistance against Leviathan 'little buddy' damage to 91% (from 70%). (The 'Buddies' deal 45 damage, so this results in them hitting for ~4 damage per hit against player structures)
  • Improved walls, sandbags, and barbed wire to be able to properly apply damage resistance types
  • Made walls have less damage resistance against Leviathan 'little buddy' damage when compared to building resist (walls resist 70% of Little Buddy damage instead of 91%).
  • Improved some spawn pod spawning to prevent some situations where infected get 'stuck' too close to the pod after emerging from it
  • Improved some Leviathan actions to not try to 'run again' if the Leviathan is performing an animation related to that action (i.e. it's not complete)
  • Improved several bits of Leviathan positioning+spawning logic to reduce situations where it spawns/emerges too high or low
  • Improved synergy between Leviathan combat tunneling and the movement burrow system
  • Added safety to mitigate or prevent Leviathan tunneling around 'while standing'
  • Improved Leviathan Horde Sphere following logic (still not yet enabled, not done yet):
  • Will now wait to emerge until the horde sphere is closer to the target, instead of emerging+waiting+tunneling+repeating
  • When emerging to fight the target command post after following a horde there, the Leviathan will properly reset his combat timer (instead of potentially only hanging around for 20 seconds)
  • Fixed some buildings in the master that had distance culling issues
  • Updated vision logic for LOS checks to no longer run 'fixZ', resulting in skewed LOS checks when something tries to see something else that's below or above it
    Result: Turrets no longer get as confused against groups of infected (such as those attacking a wall)
  • Updated DamageCharacters (for buildings, etc.) to register as 'player owned units' if indeed they are player owned (to prevent things like the TUGS unnecessarily blocking player shots)
  • Updated 'team index swapping' to also properly register/unregister player-owned units, too, for the cases where something changes team
  • Fixed the medical truck visuals having collision enabled (after collision updates, this was enough to block line of sight for units)
  • Fixed the construction 'power radius visualization' blocking line of sight
  • Reduced infected 'horde catchup' speed buff (to 1.4, 1.65, and 1.85, from 1.5, 1.85, and 2.3 respectively)
  • Updated the Spitter AI to not call for spitting at the target if the Spitter doesn't have clear LOS to the target
  • Updated the Spitter spit projectile to be blocked by objects (like buildings)
  • Updated collision presets to stop certain things (like buildings) from allowing units to 'shoot through them' as long as they had initially seen someone around them
  • Updated gates to start as open upon being constructed
  • And ensured that unpowered gates that are open will properly open themselves when loaded despite the lack of power
  • Catwalk Collision in Grid 03 improved
  • Implemented a fix for population not calculating correctly on loading a save
  • Because of a fatal error that caused us to revert back the build for a week this patch combines 0.7.87 with this one
0.7.87 change list
https://store.steampowered.com/news/app/979640/view/3029205057045935204

Cepheus Protocol Novelization is now available on Steam Store!
https://store.steampowered.com/app/1387390/Cepheus_Protocol_Novelization

Keep in mind this book takes place before, during and a bit after Pandemic mode and follows dozens of characters around the events of CP. It will hint to our year 2 content(So spoilers if you analyze it close enough). Its not for the faint of heart (Very violent deaths and all that). You can pick it up for $3.99 now!

It will also be available on the Steam Store as an DLC on October 1st if you prefer to get it there! Just keep in mind on our website we make 99% of the sale the rest goes to PayPal

Feel free to use the #💬lore-questions on our Discord to discuss the ramifications of what the book brings to the universe and how it will affect the game as we start to work in story elements presented in the novel