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Cepheus Protocol News

Patch Notes - 0.7.106 Experimental additions Zone Corruption & Exodus system

[h2]UI Updates Pending for Polish stages[/h2]



[h2]Experimental Build[/h2]

A few weeks ago we talked about Early to Middle game improvements and how our team can learn from games like Prototype and how they handled the simulation of a viral outbreak. You guys wanted the virus to be a bit more alive, deadly and wanted improvements to Chelsey across the board.

As an early showcase of the new system we now have put up an Experimental build for all to play and give their input. In some cases you might have to restart steam to see it but everyone can now opt into a new branch to try out the new direction and give their feedback. Again it will have TONS of performance issues and we are aware of them and working towards a tech solution to fix them as we speak.

As a reminder only talk about the Experimental build in #experimental-build-feedback or it will be buried in the day to day chats.

https://www.youtube.com/watch?v=v2ST3DM5sI4

Recap of what im talking about :
Discord Post

[h2]Patch notes to all builds [/h2]
  • Fixed a UI issue on the Unit Cards when switching between a 'one-clip' weapon and a weapon with reserve ammo (the dividing slash between current mag and reserve would not reappear if switching away from a one-clip, such as for Cerberus BMG to the cannon)
  • Made a placeholder Radio Operator 'purchase' button (kitbashed the lettering from the other buttons)
  • Updated the Assault's purchase hovertip description to mention that they have flares now
  • Adjusted the Scout Drone's collision a bit
  • Fixed some spawn node positioning in the master
  • Added logic to 'scale down' the amount of DNA earned from destroying an Infected Pod that is 'under construction' (not 'under full health,' but rather in the Chelsey System if it hasn't absorbed enough infected to reach full size)
  • Added a bit of logic to prevent Infection Gas Towers that have just started construction from being 'missed' by soldiers aiming too high
  • Streamlined minimap icon setup for soldiers to be easier (vehicles still require more images)
  • Fixed some blueprint errors with setting up weaponry for vehicles that start with no weapon (like the Springbok)
  • Added a fix to the (small) chance the player's mouse clicks would get absorbed by a 'power component detector' beneath the level (if they moused over (0,0,-10000) on the map: should no longer occur)
  • Added a 'fallback safety' to (hopefully) prevent infected units in the Chelsey System from ever being able to capture a command post
  • Added more finalized presidio buildings to the level
  • Peak Point Fixed
  • Hooked up the basic 'footstep' type to each regular special infected and the Juggernaut, to allow them to make footstep noises for player units to hear
  • Adjusted the Juggernaut's footstep radius to be much bigger and louder
  • Made the Juggernaut's 'screenshake roar' also generate a combat noise
  • Hooked up basic 'combat noise' generation to the Leviathan's roar, swipe, and emerge
  • Units firing a flare (or the flare itself, when it spawns) will be checked against anyone trying to fire a flare If too close (within 10,000 UU), the shot will be prevented
  • Random Infection system crash fix
  • Also fixed a related bug which caused its ability to read mouse inputs to 'slide' if opened in this same manner
  • Also fixed a related bug which caused a map's specific minimap panning to get 'reset' if directly toggling minimap size
  • Zombie stuck bug fix, added nav blockers to area in question (Grid06 Treasure Island, under stilted towers)
  • P90 - has received an improvement in hand positions in its animations and fire
  • UMP - has received an improvement in hand positions in its animations and fire
  • MGL - has received an improvement in hand positions in its animations and fire
  • Flamethrower - has received an improvement in hand positions in its animations and fire
  • MK14 - has received an improvement in hand positions in its animations and fire



[h2]Patch notes to Experimental[/h2]
  • Added logic to enable Leviathans to spawn in response to player aggression towards spawn nodes in the Chelsey System
  • Fixed up some of their 'horde-reliant' logic to be compatible with the Chelsey System's lack of dedicated 'horde attacks'
  • Fixed up several 'command post capturing issues'
    Improved the Leviathan's initial spawn to not be so lackadaisical about the units it was spawned to defend against
  • Added 'zone corruption' in the Chelsey System- as a zone gains more infected constructs (pods and towers), the zone value will decrease. Clearing out these constructs can currently restore this value.
    The zone's widget will turn red and accurately display the changing value, as will the HUD's 'income display' for any zones you own. If you take a post but don't clear out the infection, don't expect much income.
  • EXODUS update to the Chelsey System: Civilians in a zone that is experiencing more than 20% corruption from infected structures will start to siphon out to neighboring zones with less corruption (the more corrupted their zone, the faster they population will shift)
    Updated the Infection Zone Widget to display the 'infection level' and its malus upon the zone's value
  • You can now choose where on the Island you start
  • Started on the Chelsey System's saving and loading - Zone radius, target spawn node, and location are now properly saving and loading
  • Increased chances of units that convert to infected of being 'aggressive roamers' by 20% (from 20% to 40%)
  • Increased Chelsey System's starting infected amount to be a range from 40-55 (from 4-6)
  • Fixed Chelsey potentially 'spawning in the ground' for some spawn positions in the Open World Master
  • Fixed a loading-crash in the Infection System with infection towers
  • Improved saving/loading of spawn pods to respect their unique class (more modular - BUT THIS WILL LIKELY MESS WITH SAVES MADE BEFORE THIS)
  • Improved the Chelsey System's "Hive" to properly save/load, and for the System to 'remember' its Hive reference
  • Improved the pod's saving and loading to also account for its 'creep decal' and display it at the same size (as well as unhide it if the player can already see it)
  • Added improved saving/loading to units who are 'converted to infected', so they retain their uniqueness despite technically being an infected now
  • Fixed converted player units 'showing through walls' while a zombie (makes them a bit easy to track)
  • Fixed several issues with file-saving for civilians
  • Added Infected and Civilian saving to the Chelsey System with Carrier tracking





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

Year 2 Roadmap Announcement

It's been officially 1 year since we first launched in Early Access and its been a blast ! We thank our community and what they have allowed us to build with them collaboratively and have the greatest hopes for a very long future building and supporting Cepheus Protocol.

Going forward we are aware of the following and know it isnt in the year 2 roadmap but it is on our radar for fixing reguardless in the next month or so during polish before we officially start Tier 1 of the roadmap.

  1. Path Finding - we will be hitting up on this on the public beta after experimental wraps
  2. Formation System - will be saved for a polish stage after Factions fully ships from Year 1's carry over
  3. UI - will be implemented before we start Tier 1
  4. Character Modeling Revamps & Weapons


[h3] UI WIP as of 5.15.21[/h3]


[h3]Regarding Coop/Modding originally being in year 1's roadmap[/h3]

While we understand that coop is a big goal we want to refine the core as much as possible before we ship any kind of online feature to make it as streamlined as possible and reduce bugs/etc. As year 3 will have an entirely different focus from everything else we've done to date. Modding is still on the docket and planned for expansion behind the scenes as we wrap up year 2.

Roadmap Tiers Year 2

Click them to enlarge them!

Patch Notes - 0.7.105 UI changes are coming & Radio Operators are now live

Early Mid Game changes are coming!!

See this post for more details and feel free to test out experiential if u want a taste

https://steamcommunity.com/games/979640/announcements/detail/5076095625069369411

[h2] UI changes + Mass Upgrading/Weapon Market is being designed [/h2]

Keep in mind the UI is still W.I.P and being revised daily as we work towards a final UI



[h2]Patch Notes - 0.7.105 UI changes are coming & Radio Operators are now live[/h2]

[h2]Patch notes to all builds[/h2]
  • Fixed up some pricing issues (such as for the Mortar)
  • Basic Scout unit added for CERC buildable from the CERC Trailer(Placeholder is a resized Little Bird while we gather feedback. It is Fast, wide vision, low health)
  • Chelsey VO fixes so she only talks when your camera is nearby(again)
  • Added a basic Radio Operator unit (Currently uses Medic visuals but has a custom unit icon: not a custom purchase icon yet, though) Calling in airstrikes now requires them
  • Airstrikes are no longer tied to where Winters is but instead where you currently have a radio operator




[h2]Patch notes to Experimental [/h2]
  • Chelseys starting locations tweaked to improve some spawning issues
  • Chelseys expansion radius now starts slower and she gains helper infected initially to get the party going so she doesnt have to gain to large of a radius initially to start the infection
  • Chelsey now has a central Hive that pops up at her starting location where she starts the infection. It is visibly larger then the others and will gain a unique model in the near future. If this Hive is destroyed, Chelsey will switch her territory, and seek a zone that currently has no player ownership. (if the player already owns all other zones, this relocation won't happen)
  • Fixed up and debugged some startup issues that prevented the relocation logic from working at the startup of the open world map



Cepheus Protocol Novelization is now available on Steam Store if u want to learn more about the lore...
https://store.steampowered.com/app/1387390/Cepheus_Protocol_Novelization

Patch Notes - 0.7.104 Maintenance Update + Gas Tower changes on Experimental


[h2]Experimental Build[/h2]

Last week we talked about Early to Middle game improvements and how our team can learn from games like Prototype and how they handled the simulation of a viral outbreak. You guys wanted the virus to be a bit more alive, deadly and wanted improvements to Chelsey across the board.

As an early showcase of the new system we now have put up an Experimental build for all to play and give their input. In some cases you might have to restart steam to see it but everyone can now opt into a new branch to try out the new direction and give their feedback. Again it will have TONS of performance issues and we are aware of them and working towards a tech solution to fix them as we speak.

As a reminder only talk about the Experimental build in #experimental-build-feedback or it will be buried in the day to day chats.

Recap of what im talking about :
Discord Post

[h2]Patch notes to all builds [/h2]
  • Chelsey talking dialogue tweaked to only play when you are nearby her
  • Adjusted Horde logic to not have a 'dormant mode' when near the end of the attack (since 'dormant mode' seems to be less performant in Horde Mode)
  • Added Flare noise generation
  • Updated the 'gate upgrade' buttons to be on a different row on the Command Widget when upgrading walls
  • Fixed an issue w/ multi-selected walls not obeying an upgrade command (only one would upgrade)
  • Fixed a minor issue with the Field Turret
  • Fixed up some pricing issues (such as for the Mortar)



[h2]Patch notes to Experimental[/h2]
  • Temporary Red marker added to show players Chelseys "hunting zone" (This will not be staying in the build and will only be live in the experimental for helping people that playtest the game balance where she is allowed to go early game)Marks the zone's widget as red with a skull on it to indicate this as well
  • Updated Chelsey System's Chelsey with behavior for "I'm outside of my zone, heading back" logic to prevent her from being too distracted, or from chasing too far
  • Fixed up Infection Gas Towers not infecting things around them
  • Restored Infection Gas Towers in the Chelsey System impairing vision on units who do not have gas masks/are not infected


Result: On the experimental build, pods now require infected to build them. You should be able to genuinely stop the infected expansion if you keep them from running around..


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

Patch Notes - 0.7.103 Aggressiveness for Infected in Experimental Build changes

Changes coming to Early-Mid Game (Aspects of it live on experiential)

After a very long meeting discussing the early-mid game we have come to the following conclusions. Do read and tell us your thoughts in #factions-public-beta-suggestions . We will have this out in its first form this Friday on Public beta as a early test.
[h2]Early Game Changes: Time-lapse GIF to demonstrate![/h2]




  • Chelsey limited to a sphere that expands over time. Enter at your own risk. (not shown, invisible ingame right now)
  • Chelsey's infectivity way up
  • Chelsey's lethality up
  • No longer captures territory
  • Things she infects in one strike become more infectious than normal
  • Red Sphere means Chelsey infected someone at that location
  • Purple Sphere means a victim infected another victim
  • Chelsey's lethality up
  • No longer captures territory
  • Things she infects in one strike become more infectious than normal
  • Chelsey will no longer capture zones but instead spawn randomly somewhere on the Island(Intent on spreading the Pangu Virus at all costs, goes on a kill spree on civilians)
  • Infected will grow structures from their bodies when enough have been Infected
  • They will also mutate to special infected from the ones that are infected during combat from going into hibernation around pods they make
  • Civilians will now litter the entire map populating the world and providing a constant source for Chelsey to infect
  • Hordes/Horde timers will be gutted and made more into a dynamic system where zones on the fringes/zones that are under attack would grab infected within a zone and group them up to help defend or attack a nearby point constantly
  • Winters will no longer start on the top left Island and you'll get to choose your starting Location
  • Chelsey will be "Zoned" initially as the game progresses she'll gain the ability to explore more around her(You cannot scare her away anymore so encounters will be deadly if you walk into her Hive)
  • If you Destroy her Hive she will retreat across the map and attempt to start over
  • Humans when killed by infected will always become infected now
  • Zones will transition from Green(Safe),Yellow(Signs of Infection, Red(Extreme signs of Infection) as Chelsey spreads to a zone it is possible to own a zone shes spreading within (No more Ninja captures)


This will encourage players to explore the map and think about how they can effectively protect the civilians as Chelsey seeks to spread at all costs

Reference on the stages we are aiming for as we expand upon the Early-Mid game
https://www.youtube.com/watch?v=DqiTht9iq0k
https://www.youtube.com/watch?v=s1eDEhRR_W0

You can now opt-into the experimental build ! More info here
https://steamcommunity.com/games/979640/announcements/detail/3047224528975328660

[h2]UI Revamp [/h2]

Share what you think here or on discord in the UI-Discussion channel!



Discord UI chat channel link
https://discord.com/channels/469412014427602944/834268755386302494/839716278122053662

[h2]Patch Notes - 0.7.103 Aggressiveness for Infected in Experimental Build changes[/h2]



[h2]Patch notes to Experimental [/h2]
  • Gas Towers will now dynamically start appearing across Treasure Island
  • Gas Towers will not emit gas until they're finished constructing
  • Gas Towers do not affect CERC unit infection level this patch but will do so next patch
  • Random start System for Chelsey tweaked to give more starting locations
  • Aggressiveness of Infected tweaked to make them spread out and more aggressively target nearby zones/civilian populations
  • Chelsey's direct infection victims will automatically be Aggressive roamers
  • Added new logic to make roaming regular infected, if they detect an incomplete construction pod in their area, move over to it to absorb themselves into it (to overcome infected being a bit too lacidasical in finishing construction)
    =Note that this is a massive improvement to Chelsey's construction efficiency: maybe too much so, as the infection can get much more out of hand much more quickly now if you're not stopping it. Perhaps this efficiency is desired though, especially with the random start.
  • Early Test VO added for Chelsey to talk and have dialogue (This is being tweaked to be less annoying less patch and only played based on how close the player is to her)
  • Added AI VO ducking



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