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Cepheus Protocol's First Month in Early Access Overview (0.7.33)

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It has been a month since the Early Access release of Cepheus Protocol. For that month, the developers at Halcyon Winds have worked tirelessly to fulfill our commitment to our community. We’ve made frequent updates, bug fixes, and changes to the game. Much of what we’ve done has come directly from feedback from our fans.



Our development team and our community have helped fixed over 750 bug fixes and general improvements that have greatly improved the loading times, performance issues some were having, and the file size of the game. All the while, we’ve continued to work on our Year One Roadmap, which our community responded to enthusiastically. We’ve already added a new class to the game, the Engineer. He will be taking over the building mechanic of the game as he can call in your base facilities, construct and repair walls, and set down the newly designed turrets. And speaking of base building, our fans asked for the freedom to build anywhere on the map, which can now be done.



Other requests from our community were a new tutorial, difficulty mode, ultra-widescreen support, and tweaks to the gameplay. All, we’ve happily included in the current build of the game. This is part of our commitment to listen to community feedback, both positive and negative, and make changes to the game where it is needed most.



Over the next couple of months, we’ll continue to work on our roadmap as we plan to include the new Faction System and Horde Map very soon. Daily we check our forums and try to identify bugs and glitches and fix it before pushing out a new patch.

There is still a lot that needs to get done. This is just a taste of what’s been done in a month. Now, wait and see what we do next!


[h2]June 18 Patch Notes (0.7.33)[/h2]

-Spawning safeties added across the island
-Further refinement to permanent collision objects that will stop units from phasing through buildings.
-Swapped out icons over unit's heads to match their team alignment
-Added hovertips for the team tab buttons
-Updated the Select All button to be disabled if the current team tab has no soldiers
-Updated the currently 'DisplayedAwayTeam' to save+load
-Added 'Swap Team' keybinds (SHIFT + 1-4), with dynamic hovertip indicator displaying the keybinds
-Added a 'Select Next Mortar' hotkey (currently set to COMMA - figured we'd later use M for toggling minimap)
-The hotkey will toggle through your currently active mortars. If you have none selected, it will select the first: if you have the last selected, it will select the first again.
-Updated the hovertip for the Mortar purchase to make the player aware of this hotkey.
-Added red text to the Mortar Hovertip to inform that it can damage allies
-Added a sizebox to the red text on the Hovertip to try to prevent the red text from 'skimming over' the bounds of the hovertip widget on the Mortar's case (where both price and 'CAN DAMAGE ALLIES' are shown)
-Added a whited out version of the Mortar minimap icon, and implemented it for when a Mortar is currently selected
-Boosted health of infection-converted units from 200 to 250 (after conversion completion)
(while converting they already have 2000 health)
-Improved gas range indicator for towers:
-No longer uses Tick (should be more performant)
-Uses green sprite now instead of orange circle sprite
-Committed missing minimap icon for Mortars
-Further zheight spawn fixes (Stop Infected from spawning on Buildings)
-Adjusted a spawn pod in Grid 6 Hotels to not 'get infected stuck' so easily
-Fixed the Frag Mine having an odd collision issue
-Fixed spotlight previews on the 'construction actor' failing to clear
-Re-used the base volume to ensure that gates properly respect generators again
-Added the Generator's effect radius preview to the Engineer's Generator build preview
-Updated how the Refill Ammobox button updates, in order to fix the situation where it *should* update on a unit entering its radius, but it was not added yet to the command list, causing it to not update properly
-Improved the Car Alarm button to no longer use default UE4 gray
-Also added hovertip to the Car Alarm button
-Fixed it from being focusable
-Fixed the button showing up when the cooldown on the car alarm is active
-Fixed the button not showing up if someone was overlapping the car when the cooldown finished
-Fixed the car alarm's volume being *really low* in terms of AI hearing: infected should now hear it from a decent distance
-Fixed a small gap under the 'OBJECTIVE' button on the bottom right of the HUD
-Removed the toggle hide UI command for now (so folks won't freak out if they accidentally press it)
Safety check added for crash
-Disabled 'formation movement run-to-catch-up' logic
-Updated the Spitter projectile to not stop flying if it overlaps something other than a valid target
-Also added a lifespan var to the projectile, since now it can go through the world
-Also added a check to stop the projectile from counting its owner as a valid overlap
-Units would not stop if they were already in combat when issued attack move: fixed
-Units could 'lose' their attack move run command after encountering a target: fixed
-Units wouldn't obey attack move if it was issued as a formation move: fixed
-Units wouldn't 'exit attack move' mode when issued a construction command: fixed



RESULT: You can now press Comma to quickly toggle between mortars.

Patch Notes:

-New Day and Night system(Simulated Moon , stars & Sun)

Patch Notes - June 14 (0.7.32) Away Team Revamp, New Day & Night and more!

[h2]June 14 Patch Notes (0.7.32)[/h2]

Keynotes:

New Day and Night system is live...
Mortar key binds live.... (Tapping Comma will allow you to cycle through Artillery now)
Away team revamps are here!!..
Tons of bug fixes and UI tweaks.


Horde Map and Defense team merger:
Horde map is still under testing and will be out soon.

Patch Notes:

-New Day and Night system(Simulated Moon , stars & Sun)
-Darker nights and brighter days more realistic and we'll be tweaking the color palette as we go!
-DP 12 and Saiga 12 gun added
-DP12 is now the starting gun for the engineer. It has a massive damage but has to reload every 2 shots
-HUD elements have been revised and cleaned up to represent the new Away teams
-Gas towers tweaked so they are easier for units to see(Will be revealed easier in the Fog of War)
-Gas towered attack points tweaked (More points to attack it)
-Ghost Selection Fixes(Was reported random units could get grabbed across the map) this should be completely fixed
-Ammobox refill crash fixed
-Improved safety delays so if a slower machine takes longer then expected it will force load save game data (Resolved some save files not loading everything back to what it was previously)
-Save button disabled during tutorial and text updated to reflect this
-Optimization to the method of gas tower radius expanding
-Gas tower visual indicator of gas radius updated
-Firespots updated(where fire will appear when you burn it with a flamethrower) and visual improvements to the Gas Tower and normal Infected Nodes
-Added logic to prevent command post capture while a Gas Tower still exists in the area
-Added small 'mouse-capture' images to the left+bottom borders of the minimap to allow mouse-panning near the minimap again
-Adjusted Game view-port to force mouse to always update whenever the screen is focused I.E should be more alt tab friendly with the mouse cursor icon
-Added a tutorial popup on a unit first entering infection gas (if tutorial is not off)
-Widget adjust for gamma so it properly saves what you set previously
-Save deletion fix so you can use the R key again and escape to go back a menu
-Optimized Footstep system for enemies that are further away to improve performance
-Optimized Flashlights and Spotlights to reduce costs overall
-Grenade Throw Animations tweaked to look better utilizing the spine bones a bit more
-Discord Integration (Rich Presence) Finally! Will update as you play updating the status of your game now
-Fixed a bug w/ Gas Masks not properly enabling for newly spawned units after it's already been unlocked
-artillery sfx update, new weapons sfx, weld sfx
-Added a 'Select Next Mortar' hotkey (currently set to COMMA - figured we'd later use M for toggling minimap)
-Boosted health of infection-converted units from 200 to 250 (after conversion completion)
(while converting they already have 2000 health)
-Improved gas range indicator for towers:
-No longer uses Tick (should be more performant)
-Uses green sprite now instead of orange circle sprite
-Committed missing minimap icon for Mortars
-Fixed units not 'breaking out' of formation movement mode when issued a construction order
-Added a safety to prevent Medics from healing non-team-enabled objects (like building damage characters, or mortars)
-Hid the red debug line for foot traces
-Added a healthbar to the turret ammo widget, w/ anim
-Worked w/ Dimitry&co on fixing some light curve shenanigans
-Fixed Weapon animations not properly playing and causing some feet sliding



Normalized in terms of selections will default to whatever formation is most common in that selection. Unless your in a group then it will remember the group formation you used last
-Running Normalized and remembered on a per unit basis
-Formations Normalized and remembered on a per unit basis









Note: Windows 7 support is still broken while we wait for remedy from Epic Games. For now use the few days old branch named Windows 7 on the beta tab to hop in and play!


ICYMI:

-Engineer Unit: The Engineer is now added in and will now allow you to build Barracks, Walls, CERC building, etc. anywhere on the map as long as you own the zone! Before, you were only able to do this at your base but we know this was a feature many of you had asked for!
1)Since the Engineer unit is brand new, you might run into more bugs than usual. Please ensure you're reporting these on our Discord here: https://discord.gg/cepheus-protocol


Important message about your saves: In preparation of the Factions system, you'll start seeing the (currently) untextured area of the map slowly get updated. We will have to wipe save files around June 12-19 in order to implement the new system (which will add a new dynamic angle to the game). We'll have confirmation closer to the date so you have enough time to finish your current games.

Until next time, good luck in Treasure Island!

Patch Notes - June 11 (version 0.7.31) Gas Towers are now live!

[h2]June 11 Patch Notes (version 0.7.31)[/h2]

Horde Map and Defense team merger:
Horde map is still under testing and will be out soon. Defense team merger into Away teams are scheduled for this weekend. Stay tuned!

Patch Notes:

-Gas Towers are now in and will start expanding past the 40 minute mark of gameplay. You'll see their area of influence marked via zone circles that slowly expand over a zone. Your units will turn and die very quickly near these so be aware.
-Gas Masks have been reintroduced as an optional upgrade from the CERC trailer
-Save Deletion Bug resolved on the main menu, The R key will work as well
- Gamma screen retooled to look more aesthetically pleasing
- Gamma screen will now properly reload your previous gamma settings instead of defaulting to 2.2
-Game Viewport changes so minimizing and maximizing the game should play nicely and always re enable the mouse cursor
-Adjusted the way unit selection worked to solve 1 instance of ghost selections. We are looking into another to stop reports of units accidentally being selected across the map
-Winters can now become infected and die from it



Note: Windows 7 support is still broken while we wait for remedy from Epic Games. For now use the few days old branch named Windows 7 on the beta tab to hop in and play!


ICYMI:

-We will be getting rid of the Defense teams soon. We heard you and we know you wanted to have more soldiers and more control! We will be separating your teams into 4 squads: Alpha, Beta, Gamma, Delta. All of these teams will be considered "Away" teams in that they can go anywhere on the map even if you don't own the areas.
-Engineer Unit: The Engineer is now added in and will now allow you to build Barracks, Walls, CERC building, etc. anywhere on the map as long as you own the zone! Before, you were only able to do this at your base but we know this was a feature many of you had asked for!
1)Since the Engineer unit is brand new, you might run into more bugs than usual. Please ensure you're reporting these on our Discord here: https://discord.gg/cepheus-protocol


Important message about your saves: In preparation of the Factions system, you'll start seeing the (currently) untextured area of the map slowly get updated. We will have to wipe save files around June 12-19 in order to implement the new system (which will add a new dynamic angle to the game). We'll have confirmation closer to the date so you have enough time to finish your current games.

Until next time, good luck in Treasure Island!

Patch Notes - June 11 (version 0.7.30) Steam Workshop Support and Bug Fixes

[h2]June 1 Patch Notes (version 0.7.30)[/h2]

Steam Workshop support has been added to add your own custom music to the buildable Loud Speakers you can craft from engineers. Make your own mods or just subscribe to some here! Keep in mind any custom music needs to be a .wav file!

We will be extending more systems to modding over the course of development.

FAQ on adding Music:
https://www.cepheusprotocol.com/publishing-to-the-steam-workshop/

Our Workshop Page:
https://steamcommunity.com/app/979640/workshop/

Horde Map and Defense team merger:
Horde map is still under testing and will be out soon. The Gas tower and Defense team merger into Away teams are scheduled for this weekend. Stay tuned!

Patch Notes:

-Steam Workshop support
-Wall segment building bug resolved (Continuous building should now be resolved)
-Optimized Further zones for lower spec machines
-Added SFX to the Mortar Units
-Grass should no longer glow like its radioactive at night
-Resolved Problematic Object collision near the L shaped Structure to enable movement


Note: Windows 7 support is still broken while we wait for remedy from Epic Games. For now use the few days old branch named Windows 7 on the beta tab to hop in and play!


ICYMI:

-We will be getting rid of the Defense teams soon. We heard you and we know you wanted to have more soldiers and more control! We will be separating your teams into 4 squads: Alpha, Beta, Gamma, Delta. All of these teams will be considered "Away" teams in that they can go anywhere on the map even if you don't own the areas.
-Engineer Unit: The Engineer is now added in and will now allow you to build Barracks, Walls, CERC building, etc. anywhere on the map as long as you own the zone! Before, you were only able to do this at your base but we know this was a feature many of you had asked for!
1)Since the Engineer unit is brand new, you might run into more bugs than usual. Please ensure you're reporting these on our Discord here: https://discord.gg/cepheus-protocol


Important message about your saves: In preparation of the Factions system, you'll start seeing the (currently) untextured area of the map slowly get updated. We will have to wipe save files around June 12-19 in order to implement the new system (which will add a new dynamic angle to the game). We'll have confirmation closer to the date so you have enough time to finish your current games.

Until next time, good luck in Treasure Island!

Patch Notes - June 9 (version 0.7.29) New Intro Tutorial HUD Improvements!

[h2]June 9 Patch Notes (version 0.7.29)[/h2]


Note: Windows 7 support is still broken while we wait for remedy from Epic Games. For now use the few days old branch named Windows 7 on the beta tab to hop in and play!

Note: We are aware of the Wall building bug and expect a permanent fix sometime tonight/tomorrow morning. Basically building walls sometimes fails to auto continue making some placement harder and more tedious for wall segments.


- HUD brought up to the standards of the Road-map over the next day or so we'll disband Defense teams and auto assign them to Bravo,Charlie and/or Delta should you have full defense teams already in a previous save file. Then the Vehicles and special emblems will be implemented to replace the Away/Defense team buttons.
-Fixes for when the Engineer going flying when you build certain structures this should no longer occur
-Data Disclaimer removed and replaced with a general greeting we are revamping this as the current system isnt working as intended. Yes that means theres no data collection going on for game stats for the time being
-Improvements for Engineer AI they can reach their build location more accurately
- Body placements across the map adjusted for cleanup clipping and other oddities
- Construction Site further optimized by as much as 60% to improve loading times and screen jitter around that zone
-Wall should properly snap and allow placement from previous segments regardless of elevation
-Focal points for engineer building adjusted
-Mouse Accuracy for Repairing and Building improved
-Better looking Weld FX added
-Weapon market updated with new graphic layout
-Various Memory and Loading optimizations across the board


ICYMI:

-In the next day or so, we will be getting rid of the Defense teams. We heard you and we know you wanted to have more soldiers and more control! We will be separating your teams into 4 squads: Alpha, Beta, Gamma, Delta. All of these teams will be considered "Away" teams in that they can go anywhere on the map even if you don't own the areas.
-Engineer Unit: The Engineer is now added in and will now allow you to build Barracks, Walls, CERC building, etc. anywhere on the map as long as you own the zone! Before, you were only able to do this at your base but we know this was a feature many of you had asked for!
1)Since the Engineer unit is brand new, you might run into more bugs than usual. Please ensure you're reporting these on our Discord here: https://discord.gg/cepheus-protocol


Important message about your saves: In preparation of the Factions system, you'll start seeing the (currently) untextured area of the map slowly get updated. We will have to wipe save files around June 12-19 in order to implement the new system (which will add a new dynamic angle to the game). We'll have confirmation closer to the date so you have enough time to finish your current games.

Until next time, good luck in Treasure Island!