1. Cepheus Protocol
  2. News

Cepheus Protocol News

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!

Patch Notes - 0.7.51.1 Emergency Hot-fix Infection Structure Fix & More!

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

If you missed our AmA you can watch it here!

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

[h2] Patch Notes - 0.7.51 [/h2]

  • Resolved Gas Towers/Infection Towers not taking damage
  • Reveal bugs resolved relating to Gas Towers/Infection Towers
  • Ammo can now be refilled by selecting a group of units and right clicking an ammo box if they are within the vicinity of its AOE(This will be expanded to auto move them within the circle in future versions) this also works for Barracks and CP ammo depots
  • All the shotguns got a SFX pass to make them more beefy
  • Pods now reward cash and DNA
  • Infection Pods $2k and 10 DNA
  • Gas Tower $4k and 20 DNA
  • Reduced heavy Cost from 15k to 7k for initial research price
  • Reduced Assault Cost from 2k to 1k
  • Adjusted units to turn/shoot in combat more responsively
  • Horde minimap updated with 4K version
  • Added logic to better 'deselect' buildings/shops when selecting units via team panel or via group hotkeys


Until next time, good luck in Treasure Island!









Patch Notes - 0.7.51 Horde Mode Fixes and more QOL Changes

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

If you missed out AmA you can watch it here!

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

[h2] Patch Notes - 0.7.51 [/h2]

  • Adjusted trace size for gun placement to be larger
  • Changed up engineer 'lerping' to be done by adding offset to location rather than directly setting location (to avoid 'phasing through' things when welding) Result: Should reduce (maybe eliminate?) most cases where you get 'stuck' in something after building something else.
  • Adjusted formation movement for attack move to stop units from 'breaking off' from their leader when combat ends
  • Nav blocker adjustments
  • Quick fix to post process and spawning for the Horde Map for Myles
  • More general Vehicles SFX added
  • Level bounds moved, pod moved, nav mod increased and moved
  • Fixed up some navigation logic to be more consistent on the gates
  • Updated the gates with a new 'Automatic' mode:When Automatic, it will not have a nav modifier (since it will open automatically for player units)You can still manually toggle it, but someone approaching it will get it back to normal. You can toggle it back to Manual so it won't auto open. It won't automatically open for infected. The 'auto' state will save, so if you turn a gate to Automatic, it'll turn back to Automatic on reloading.
  • Hooked up logic to show 'Uncaptureable Stronghold' and a lock icon over the hospital: Also made the hospital's minimap icon not show for now
  • Re-enabled Scout Car ramming
  • Updated the translucent water material instance to have the water physical material type (so it slows down units when units walk in water)
  • Adjusted water 'walk speed' to .5 (from .85), so water slows you down considerably
  • HLOD build update
  • Horde Map Civvie missions hooked up, every 5th wave theres an 80% chance for it to happen, reward = 1500 due to difficulty of maintaining zone while getting there and back during a wave
  • Horde Map difficulty taken down a bit, 30 to start with on first wave +16 after that
  • Horde Map Minimap added, some tweaks needed for it to function properly
  • Vehicles ramming infected sfx added


Until next time, good luck in Treasure Island!









Patch Notes - 0.7.50 Patrol System tweaks and more!

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

If you missed out AmA you can watch it here!

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


[h2] Patch Notes - 0.7.50 [/h2]

  • Cleaned up the tutorial to respect the new command post
  • Updated the command truck to, when clicked on, not show medical/ammo truck purchases if those trucks don't exist for that post
  • Added logic to 'clear' the truck purchase cooldown on the Medical/Ammo truck purchases for the tutorial's sake for Grid 10 (if the cooldowns are there when the objective pops up)
  • Fixed a minor issue where the 'HUDAbility' for buttons was not getting cleared when those buttons were set to something other than a unit ability
  • Cleaned up the tutorial screen text a bit to better reflect the current state of the game (i.e. no longer saying you can just build in the naval base if you haven't captured it, as well as a few other minor changes)
  • Speed up turn animation speeds from 1 to 1.25 speed
  • phasing ambulance issue should be resolved
  • New roadmap added to the starting slides
  • Collision Fixes for AI spawning in improper locations across the map
  • Ambient update fixes for when Ocean water plays
  • Fixed an issue with the PatrolPath being prematurely deleted, causing patrolling units to 'stop patrolling' after a little bit
  • Horde map update towards level of detail
  • Added basic PatrolPath saving/loading:Units will remember their patrol path and resume it (not with perhaps 100% accuracy at the point they were at in the path, so they may get a little turned around, but they'll continue walking it as it was made to be walked)
  • Currently each unit will save and re-create his own patrol path, instead of the paths being shared if one patrol path order was given to a group. May need to update that later.
  • Added some more safeties to node/horde spawning to try to prevent a bug where infected may spawn in after a node gets taken out
  • Adjusted an umbrella on the beach in Grid 7 that was blocking units from moving
  • Adjusted selection-box logic to no longer 'SetSelected' on prospective highlighted targets, but rather just change the selection visuals (i.e. the selection circle, but without changing any UI)
  • Also updated the logic to properly call 'SetSelected' when transferring units from the PlayerHUD's selection box to the actual player controller SelectedActors array
  • Also added logic to 'turn off' the simple selection visuals on a unit when clearing the 'FoundActors' array of the selection box
  • Updated the 'not recently rendered' cull for selection box selecting to respect global time dilation (it was breaking at high speeds) Result: Some selection issues are fixed. The ghost selection is a difficult one to reproduce, but hopefully parts of the issue (if not its entirety) are now resolved.
  • Added med+ammo trucks to the Naval Base
  • Fixed the spotlight's 'vision actor' being saved separate from the spotlight itself (causing its vision to 'multiply')
  • Smoothed out some vision activation/deactivation logic for the spotlight vision Spotlights should no longer provide vision when unpowered
  • Fixed units getting 'stuck' to chasing a garrison actor to board it, ignoring any move commands to the contrary until they board
  • Added an 'overlap eject' trace when repairing a wall from rubble state to full (units overlapping it when it finishes repairing will get 'scooted around')
  • Adjusted trace size for gun placement to be larger
  • Changed up engineer 'lerping' to be done by adding offset to location rather than directly setting location (to avoid 'phasing through' things when welding)Result: Should reduce (maybe eliminate?) most cases where you get 'stuck' in something after building something else


Until next time, good luck in Treasure Island!