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Cepheus Protocol News

Patch Notes - 0.7.70 More Customization Options & Preload for new Content

Each update this week will ship more tweaks, adjustments and additions to the build to prepare for the open world map and doctrines, both of which are scheduled to drop on Halloween.

We are also working on a new main menu for ingame and launcher for when we add modding from the roadmap.
(Early WIP)


AmA on Halloween Details check it out here
https://steamcommunity.com/games/979640/announcements/detail/2867062153648512410

[h2]Patch Notes - 0.7.70 More Customization Options & Preload for new Content relating to the open world update and doctrines. [/h2]
  • Improved UI support for 'OneClip' weapons to properly display low ammo anim when the actual clip is low
  • Preloaded Content for Doctrines and Open World Update
  • Added saving/loading for the 'call-in' helicopters, so they properly drop off their unit if you save while the helicopter is en route (instead of taking your money and leaving)
  • Added weapon 'piercing' logic:
  • Guns now have a 'PiercingStrength', which represents how many targets it can pierce before the next target stops it.
  • M107 given piercing strength of 5
  • Minigun given piercing strength of 4
  • Tuned the Minigun a bit: still very powerful, but Michael wants to tune it manually later
  • Created weapon 'spin up' logic (For the minigun, and potentially other guns in the future):
  • Updated 'grenade overlap' logic to be more modular, with a new version that has a radial overlap instead of a box overlap
  • Updated the parentage of the carpet bomb overlap to work with the new hierarchy
  • Improved custom call in to have a 'preview scale' for the preview mesh used for the call-in
  • Improved custom call in to properly recognize 'RequiresHero' bool
  • Hooked up new customizable settings (and backend updates to support 'em):
  • Starting Population (starting unit capacity) adjusted for Recruit Mode to 12 initially
  • Zone Population Boost added to customization window(multiplier for how much zone captures will boost your unit capacity)
  • Also added Juniardi's new dividers for the settings in the Difficulty Adjuster widget


[h2]Cepheus Protocol AMA/Showcase[/h2]

Work on our other maps have started officially in the last week and we hope to have more to share in the coming weeks! Keep in mind a LOT of our week this week into the Little bird and doctrine updates so make sure to check out our dev-update channel on discord to see the daily updates we do!

If you missed our AmA you can watch it here!

https://www.youtube.com/watch?v=ZznhKn8hPU4

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

Cepheus Protocol Novelization is also available on our website! Buy it here!

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

[h2]Stage 2 Chelsey WIP[/h2]


Animation Revamp


Ever since we heard some feedback regarding the stiffness of our units/animations we have been hard at work finding a solution. We are now working on implementing a better RIG and Animation Blueprint to give us even more control including starting to utilize a Mocap suit to really make these animations shine as we work towards 1.0. Here's a quick preview of what we have in store for you folks in the coming weeks via a total animation revamp.

https://www.youtube.com/watch?v=uqpNGvAZJ8k&feature=youtu.be

Until next time, good luck in Treasure Island!

Patch Notes - 0.7.69 Custom Game Start and Maintenance update for Doctrines

[h2]Doctrines & the Open World | October 30th after AmA [/h2]


The highly requested game customization feature is now live!




AmA on Halloween Details check it out here
https://steamcommunity.com/games/979640/announcements/detail/2867062153648512410

We are aware of the Horde map population bug and we are working on a fix, expect a hotfix in the next day.

[h2]Patch Notes - 0.7.69 Custom Game Start and Maintenance update for Doctrines [/h2]
  • Grenade sound class fix and Engineer death and damage vo temp unhook
  • Added saving for 'collapse' button logic
  • Further boosted 'safety delay' after collapse run, to ensure it works in the master
  • Changed default columns to 4 for save file columns
  • Fixed the zone income display not properly displaying on loading a save that already has income (didn't stop income from coming, but it didn't show properly unless something occurred to change income)
  • Fixed a spawn pod in Grid 6 being too close to a building, causing spawns to get stuck in said building
  • Set up a Main Menu difficulty option 'Custom', for bringing up the custom difficulty sliders
  • Started on an 'advanced options' tab for the Difficulty adjuster (hidden for now)
  • Added a console command 'ShowDifficultyAdjuster' for showing it during gameplay (it works, performing live changes when you hit 'CONFIRM'!)
  • Added some updates to group widget generation and 'making visible' to try to reduce overlaps (not perfect)
  • Also increased starting group widget width
  • Tons of classified Doctrine system adjustments


[h2]Cepheus Protocol AMA/Showcase[/h2]

Work on our other maps have started officially in the last week and we hope to have more to share in the coming weeks! Keep in mind a LOT of our week this week into the Little bird and doctrine updates so make sure to check out our dev-update channel on discord to see the daily updates we do!

If you missed our AmA you can watch it here!

https://www.youtube.com/watch?v=ZznhKn8hPU4

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

Cepheus Protocol Novelization is also available on our website! Buy it here!

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

[h2]Stage 2 Chelsey WIP[/h2]


Animation Revamp


Ever since we heard some feedback regarding the stiffness of our units/animations we have been hard at work finding a solution. We are now working on implementing a better RIG and Animation Blueprint to give us even more control including starting to utilize a Mocap suit to really make these animations shine as we work towards 1.0. Here's a quick preview of what we have in store for you folks in the coming weeks via a total animation revamp.

https://www.youtube.com/watch?v=uqpNGvAZJ8k&feature=youtu.be

Until next time, good luck in Treasure Island!

Patch Notes - 0.7.68 Population System adjustments and Increased Horde sizes

New Doctrines update coming by the 30th!



Infected Spawn counts have been increased with this update


Dont forget about our Official AmA on Halloween check it out here
https://steamcommunity.com/games/979640/announcements/detail/2867062153648512410

[h2]Patch Notes - 0.7.68 Population System adjustments and Increased Horde sizes [/h2]
  • New starting population is 6 (Keep reading)
  • Each CP post will increase population by 2x to a maximum of 42 (This will be expanded with the open world update to 80)
  • Started on improving unit card tech for dynamically querying size, for drag-resizing to use a bit later (just need to fix the actual wrapbox to recognize the size difference now)
  • Engineer VO adjusted and new dialogue added
  • Fixed up some more logic to make the cards able to 'dynamically expand' for a garrison display widget while still calculating size correctly for wrapbox size queries as well as spacing between themselves within a wrapbox
  • Re-added click and drag for the group card widget: it now will detect how 'wide' the drag is and 'snap' to that number of columns (up to a maximum of 20 columns for a single group, for now)
  • Updated unit cards to be 'gold' if the unit is max level
  • Replaced the command widget
  • Moved the pause button and area marker button down to the bottom left (and did a little cleanup in GIMP on them)
  • Updated the ROE and minimap legend buttons at the top left to be the new top left button style, too
  • Fixed a bug with newly-purchased units 'breaking' the column-setup for the group window widgets (until you 'moved' the window or interacted with it in a similar way again)
  • Added a 'stopgap' fix to a 'column issue' in the Master when an array is 're-assigned' to the unit window (via new person being added, or CTRL+key pressed to set group)
  • Started on improving the ROE widget to be font-scalable
  • Set up font scaling for mouse following widgets, tutorial widget, ROE widget, and the top-right population display
  • Added an extra set of checks to spawning a tower:
  • No go if the potential node is in distress mode (i.e. has been spawning units for awhile due to player intrusion), no go
  • No go if the potential node has hurt pods (i.e. player has recently been there and damaged one of them. This doesn't mean pods 'without max health,' but recently injured and the player hasn't left that area yet).
  • Added a 'Group Switch' window to the Unit Group Widget:
  • Right click the group number to open it.
    Select another number to 'trade' groups (and widgets, and hotkeys) with that number.
    It auto-closes after a few seconds of not being hovered.
    Has a hovertip that lists out the hotkey (if it has a hotkey)
  • Fixed some widgets having 'focusable' buttons (which messes up keyboard controls)
  • Added logic to boost infected health the later the game goes (i.e. more days, more infected health!)
  • Boosted spawn rates (both horde+defense spawning):
  • GameState's spawn limits boosted to allow this
  • Boosted the 'lerp distance' logic for units coming out of spawn pods, to reduce 'chokepoint' results from so many infected spawning now
  • Added unit capacity max alteration:
  • A little animation will play at the top right when your capacity shifts
    Improved group card window 'mouse resizing'
  • Window will now stick with the desired width, even if it doesn't have enough cards to fill it
  • Window will now stick with the desired height, but expand the height if more cards come in that require more height to fit
  • If you use the 'column' buttons at the top right of a window, it will go back to the old behavior of 'snapping' to minimize empty space
  • Added an externalized 'refill ammo' button (Hotkey N)


[h2]Cepheus Protocol AMA/Showcase[/h2]

Work on our other maps have started officially in the last week and we hope to have more to share in the coming weeks! Keep in mind a LOT of our week this week into the Little bird and doctrine updates so make sure to check out our dev-update channel on discord to see the daily updates we do!

If you missed our AmA you can watch it here!

https://www.youtube.com/watch?v=ZznhKn8hPU4

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

Cepheus Protocol Novelization is also available on our website! Buy it here!

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

[h2]Stage 2 Chelsey WIP[/h2]


Animation Revamp


Ever since we heard some feedback regarding the stiffness of our units/animations we have been hard at work finding a solution. We are now working on implementing a better RIG and Animation Blueprint to give us even more control including starting to utilize a Mocap suit to really make these animations shine as we work towards 1.0. Here's a quick preview of what we have in store for you folks in the coming weeks via a total animation revamp.

https://www.youtube.com/watch?v=uqpNGvAZJ8k&feature=youtu.be

Until next time, good luck in Treasure Island!

Patch Notes - 0.7.65 New HUD and Population System

The new HUD and Population System are now live. The intial starting value of 32 is not final.



Factions Natalie Structures


[h2]Patch Notes - 0.7.65 New HUD and bug fixes [/h2]
  • Initial population system implemented
  • Population set to 32 (Not final)
  • New HUD added (Give us feedback on Discord!)
  • Added intra-widget card dragging (via right click): will swap the dragged card's position with the card you dragged onto.
  • Adjusted the text display a bit to be better able to display very short names
  • Quick fix to weapon button enablement for the Unit Card
  • flashlight on/off sfx
  • Number of groups increased to 15
  • Fixed up some text display issues with weapon ammunition on the unit cards
  • Updated unit initialization to no longer 'wait' before initializing a weapon
  • Added 'group visuals' to the in-world unit selection widget
  • Updated unit recruitment to allow selection of which group to 'recruit to'
  • Updated Springbok and Sparrow to take 2 population, instead of their original 1
  • Updated non-vehicles to function with population system
  • engine start and stop loop volume adjusted to make it less annoying
  • pods under attack ambience added
  • Fixed a crash w/ DNA drop (if the DNA sample 'clears itself' by spawning outside of world)
  • Added 'unit card' scaling to the Video options (by doubling size of each unit card first!)
  • Added a dynamic HUD scaling widget to the top left (w/ show/hide button) that saves its results and properly syncs with the video options menu
  • Cleared up a movement bug with units referencing old Away Team logic
  • Updated the healthbar, medic bar, and gasoline bar on the new unit cards to have black backgrounds (instead of invisible backgrounds). The infection bar already had a black background.
  • Updated the 'group number indicator' text to be black instead of white, to be easier to read against the circle backgrounds.
  • Added a little 'click animation' when you click on a unit card, or when that card is freshly assigned to a new group, or when that card trades places with a card within its own group
  • Updated the group selection button to have a white color w/ transparency so it looks more seamless when hovering+clicking
  • Updated interaction widget group numbering to have no outline to avoid the number 11 getting 'melded together'
  • Also adjusted Group 11's color to be more desaturated
  • Fixed up the 'fullscreen minimap' being below (and not above) the new unit card widgets
  • Added a 'gray background' to the Unit Group Card +/- buttons, to make them more visually pleasing
  • Added improvement to group loading to properly ensure Winter doesn't end up in the 'wrong position' within her group on group load
  • Hooked up logic to 'hide' empty group widgets unless you're dragging a unit card.




[h2]Cepheus Protocol AMA/Showcase[/h2]

Work on our other maps have started officially in the last week and we hope to have more to share in the coming weeks! Keep in mind a LOT of our week this week into the Little bird and doctrine updates so make sure to check out our dev-update channel on discord to see the daily updates we do!

If you missed our AmA you can watch it here!

https://www.youtube.com/watch?v=ZznhKn8hPU4

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

Cepheus Protocol Novelization is also available on our website! Buy it here!

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

[h3]CERC Operator edition[/h3]
We also offer a new CERC Operator edition for those havent bought the game and novel yet with a launch discount of 5% when purchased together

https://store.steampowered.com/bundle/15959/CERC_Operator_Edition/

Cepheus Protocol Dev Update #3 and 4 Month in Early Access Overview


Sorry for the delay a lot of scheduling conflicts with our normal voice over actress. So we had one of our developers take over! Check out the latest Dev update video and some new teasers are hidden inside it for the Worm/Leviathan and his little guys
https://www.youtube.com/watch?v=x9dINrXfhR8

[h2]Stage 2 Chelsey WIP[/h2]


Animation Revamp


Ever since we heard some feedback regarding the stiffness of our units/animations we have been hard at work finding a solution. We are now working on implementing a better RIG and Animation Blueprint to give us even more control including starting to utilize a Mocap suit to really make these animations shine as we work towards 1.0. Here's a quick preview of what we have in store for you folks in the coming weeks via a total animation revamp.

https://www.youtube.com/watch?v=uqpNGvAZJ8k&feature=youtu.be

Until next time, good luck in Treasure Island!

Patch Notes - 0.7.63 Engine Toggle(Vehicles) and Critical Bug Fixes

Anarchist Faction leader Natalie (Next Month) Preview




[h2]Patch Notes - 0.7.63 Engine Toggle and Critical Bug Fixes [/h2]
  • Added a safety to DNA to make it delete itself if it's way outside of the level (was causing weird collision issues causing infected to basically be undamageable)
  • Added some fixes to infected construct spawning to stop it from continuing spawn loop if destroyed after the main pod dies
  • Added engine toggling for vehicles:
  • When off, the vehicle will stop consuming gasoline. However, it will also take a few moments to turn the engine on.
  • When engine is toggled off, a vehicle will stop moving, too, if it's already moving.
  • When a move command is received and a unit has its engine off, it will turn its engine on, then follow the command.
  • Added anim BP update to the Sparrow to make it 'wind down' when its engine is off, and 'wind back up' when it's on
  • Fixed up the engine to be 'toggled to off' on running out of gas
  • And when it gets toggled off in this manner, to properly update the button if the unit is selected
  • C++ fix to loading engine stuff really quickly
  • Cleanup to make loading games faster
  • Added some 'collision safety' calls on ending lerp and on beginplay, for infected, as a potential stopgap for collision issues that have been occurring (didn't resolve old save issue, though)
  • Added safety to OnMoveCompleted if the unit is dead, or missing their capsule component
  • Hooked up saving delegate logic for the PC when saving:
  • The Pause Menu will now 'gray out' Exit buttons and the Save button if the PC is saving on opening the menu, and restore them when the save is done.
  • The Pause Menu's "Do you want to save before exiting?" popup will now enter into a 'Saving...' overlay state when pressing 'yes' to save the game before exiting, and will not actually transition to the Desktop or Main Menu until the PC reports the save as completed.
  • Sandbag and Barbed wire setup sfx added
  • Fixed a root component issue w/ the 'no build zone' for ammo




[h2]Cepheus Protocol AMA/Showcase[/h2]

Work on our other maps have started officially in the last week and we hope to have more to share in the coming weeks! Keep in mind a LOT of our week this week into the Little bird and doctrine updates so make sure to check out our dev-update channel on discord to see the daily updates we do!

If you missed our AmA you can watch it here!

https://www.youtube.com/watch?v=ZznhKn8hPU4

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

Cepheus Protocol Novelization is also available on our website! Buy it here!

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

[h3]CERC Operator edition[/h3]
We also offer a new CERC Operator edition for those havent bought the game and novel yet with a launch discount of 5% when purchased together

https://store.steampowered.com/bundle/15959/CERC_Operator_Edition/

Cepheus Protocol Dev Update #3 and 4 Month in Early Access Overview


Sorry for the delay a lot of scheduling conflicts with our normal voice over actress. So we had one of our developers take over! Check out the latest Dev update video and some new teasers are hidden inside it for the Worm/Leviathan and his little guys
https://www.youtube.com/watch?v=x9dINrXfhR8

[h2]Stage 2 Chelsey WIP[/h2]


Animation Revamp


Ever since we heard some feedback regarding the stiffness of our units/animations we have been hard at work finding a solution. We are now working on implementing a better RIG and Animation Blueprint to give us even more control including starting to utilize a Mocap suit to really make these animations shine as we work towards 1.0. Here's a quick preview of what we have in store for you folks in the coming weeks via a total animation revamp.

https://www.youtube.com/watch?v=uqpNGvAZJ8k&feature=youtu.be

Until next time, good luck in Treasure Island!