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Cepheus Protocol News

Patch Notes - 0.7.56 Further Line of Sight adjustments & QOF additions

New Chelsey version WIP



[h2] Patch Notes - 0.7.56 [/h2]
  • SFX Added for when you receive money
  • Added logic to stop the BlowUpGuy from being able to jump ludicrously high
  • Added logic to prevent the BlowUpGuy from being able to jump attack while movement is frozen
  • Hooked up Juniardi's "Service Depot" and "Gasoline" icons
  • Improved some of Chelsey's damage threshold logic
  • Added a healthbar to Chelsey (with yellow 'recent damage dealt' interp tracker, to indicate you dealt damage)
  • Fixed Chelsey not properly marking herself as 'not moving' when she starts moving places (which broke her ability to run)
  • Added a 'proxy' damage character for vision to the Infection Gas Tower attack points this will improve the ability to see these throughout the level
  • Added a 'tutorial girl text popup' if you keep fighting Chelsey over an extended duration w/o Shredder Rounds. Since we got a lot of feedback of users not understanding they need Shredder rounds to actually kill her


[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



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 analyse 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

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

Until next time, good luck in Treasure Island!

Patch Notes - 0.7.55 Vehicle System Updates, New Motor Pool & Book Release

[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




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 analyse 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

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


l.

[h2] Patch Notes - 0.7.55 [/h2]

In this patch we shipped a lot of behind the scenes meshes for doctrines, factions and mostly the Sparrow. So in the effort to avoid confusion those changes were omitted. We are also working on Next Gen level of models for Chelsey,Winters and main leads. Quick example Thursday night i'll do a Indiedb post to do a full art dump of all the stuff we've been working on!



  • New Service Depot to replace the Motor Pool.
  • Added fast-rope attachment to Sparrow and reoriented to face X+ in preparation of the Sparrow Update this weekend-
  • Improved CanFire logic to improve Firing logic (Community Reported bug where units stop shooting randomly after running recently -
  • Added safeties via new bool 'bNotMoving':
    =When bNotMoving, run commands will not set the bIsRunning bool to true on a unit.
    =Made sure this interacts with AttackMove properly
    Result: Units that are ordered into 'run mode' while standing still will no longer get 'stuck' unable to shoot.
    Note that issuing another attack move order close to units that are already in combat due to an attack move may cause them to get confused for a moment. I've yet to track down this issue, but it's far less severe than the one just fixed. We are still working on a fix for this instance
  • Cleaned up some patrol/waypoint movement interaction w/ the new 'bNotMoving' bool, so patrol logic and running function as they did before
  • Added logic to 'skip' the reload animation when units are in 'visible but gun-less' garrison seats (instead taking 1 second to 'reload invisibly'), IF units are ordered to reload while in such garrison seat(s)
  • Added basic gasoline system Hooked up logic for vehicles to use gas, and be unable to move when gas runs out
  • Added saving/loading to the gasoline system (In the next week or so Vehicles will no longer take damage from standard infected and only take damage from special infected by Blowup guys,Spitters and other special infected. Note: If your unit is exposed melee damage will carry through depending on where the hit occurred. So it will be possible for the entire crew of a scout car to be killed. WE will also be introducing drivers which will gain veterancy as you use them instead of the stock drivers that are lifeless we have now.
  • Gas is refilled passively when a vehicle is around the motor pool


Until next time, good luck in Treasure Island!

Patch Notes - 0.7.54 Further Fixes & Prep work for the Sparrow Update

[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

[h2] Patch Notes - 0.7.54 [/h2]

  • new M107 fire and slomo exit sfx
  • Improved C++ logic for grenade throws to be more customizable, To have more safeties and And to run the 'hide' logic for the gun if you confirm the grenade throw before the 'startup animation' would hide the gun
  • Smoothed out several things to 'cancel out' the degarrisoning, like issuing another movement command
  • Reduced Flamethrower weapon price to $4,000 (from 6K)
  • Fixed several issues reported in bugs reports having to do with units being unable to shoot through fences and being able to shoot through certain buildings. Also removed floating objects in the landscape from grid 3 and double checked blockers at the pier.
  • mg turret new sfx
  • Fixed up the M4's blendspaces for scout car seats
  • Fixed automatic gates getting 'stuck' thinking stuff is next to them if they're toggled 'off of' automatic mode when something is nearby
  • Basic fix to prevent 'upgrading' sandbags/barbed wire via multiselect
  • Adjusted nav modifier for turrets to be less of a problem for moving around them (to fix turrets preventing you from going through gates)
  • Fixed unit abilities appearing when your selection was mixed between a single soldier class and a vehicle
  • Fixed the 'Select All' keybind allowing you to select garrisoned units
  • Added 'JumpPlayerCameraToHome' keybind: pressing HOME will now jump the camera to the CERC building!
  • Adjusted minimap clicking to instantly jump to the clicked point, instead of 'lerping' the player camera
  • Fixed ragdolled units being able to do 'hit reaction' animations
  • Also fixed units 'getting up from ragdoll' doing hit reaction animations, too
  • Added saving/loading to Silencerstatus (does nothing for saves prior to this point, but saves made after this update will track and load Flashlight/Silencer status)
  • Fixed silencers visibly remaining 'on the gun' if you toggle Silencer back to 'OFF' (functionality still worked, but the visuals were bugged - that's fixed now)
  • Fixed silencers not having a 'Muzzle' socket (which caused bullets to appear a bit more oddly when silencers were active)
  • Applied some other materials as placeholders for the unfinished silencer meshes
  • Added 'structure blocking' logic: if an infected's melee attack is non-piercing (i.e. Juggernauts, later) and they hit a player wall, their attack will now fail to deal damage to any characters that might also be in range (to prevent 'hitting through' walls)



Until next time, good luck in Treasure Island!

Saturday Development Rollup - Dev Update Sparrow and more QOL Fixes!

[h3]Overview[/h3]

Saturday Development Rollup - Dev Update - Saturday 9/19/20 at 2 PM PST i'll walk you though our recent progress. We will take some basic questions as well!

We will be showing off the new airborne vehicle the Sparrow and it will go live in the public beta realm for those feeling adventurous.

There will also be a ton of bug/QOL changes we made discussed as well. I will also show some aspects of what we are doing for the doctrines update

Saturday 9/19/20 at 2 PM PST. More details and you can set a reminder in steam at the link below!

Hope to see you folks there!



[h3]Time and Date[/h3]

2 PM PST (Steam will auto convert it to your timezone if you subscribe to the event)

[h3]Broadcast Link[/h3]
https://store.steampowered.com/app/979640/Cepheus_Protocol/

Patch Notes - 0.7.53 Price Adjustments & Further Fixes

[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!

If you missed our AmA you can watch it here!

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

[h2] Patch Notes - 0.7.53 [/h2]

  • Added logic to block reloading while throwing a grenade (and properly update the button based on throw-grenade status)
  • Streamlined some formation movement logic
  • Added in formation movement speed buff (if units are far enough from their spot in formation while formation is moving [but not beyond a certain max distance threshold, and not running], they will speed up their walking to catch up and stay in formation]
  • Reduced 'acceptance radius' for formation movement, so units moving in formation will try to be more accurately lined up while moving around
  • Fixed the 'Select Current Team Tab' hotkey (0) not deselecting any current shop tab
    Result: Early version of formation 'speed buff' in place, to speed up units who are walking to better get into their assigned position while walking with formation lead
  • Price changes:
  • Heavy Recruit to $4,000 (from 6K)
  • Peregrine construct to $2,500 (from 5K)
  • Medic Unlock to $1,000 (from 2K)
  • Updated more forms of camera movement to 'disable' the camera-following logic (i.e. if you press tab to have the camera follow a unit, now minimap lerping, double-spacebar response to combat, and double-clicking a team panel, will cancel out the camera follow)
  • Fixed up 'double-selecting' a group to jump the camera to them to also cancel out the camera-following logic (from pressing TAB)
  • Ambient audio performance adjustments in main map


Until next time, good luck in Treasure Island!