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Cepheus Protocol News

Patch Notes - May 18

[h2]May 18, 2020 Patch Notes[/h2]

[h3]Mission Based Tutorial[/h3]
Thank you to everyone that has been sharing feedback and suggestions with us! We hear you and one of the biggest things we saw is that the learning curve can be a little steep for some, which is why we're working on a mission based tutorial internally and will be testing it out soon for release.

[h3]New HUD[/h3]


Let us know what you think about the new HUD!

[h3]Patch Notes[/h3]
-Pier in Grid 04 moved to HI to stop units falling through the map.
-Control Points can no longer be taken by infected unless they destroy your upgraded buildings on the point itself first.
-Trucks that are not purchased by the player won't have to be destroyed by the infected.
-If the infected destroy a truck without capturing the post, the player can repurchase the truck.
-Externalized the weapon market widget.
1)Redesigned it to be wider and taller, to let the player see the entire inventory w/o scrolling.
2)Removed the individual weapon market widgets from each unit's team panel.
-Added data collection disclaimer when first opening of game (previously this lived in the Game menu).
-Marina area is being worked on and optimized (players will see untextured blocks for now).
-Imported new assets for the new HUD.
-Fixed an issue when loading a game with barbed wire: the barbed wire had the wrong 'mesh' set, causing it to appear as sandbags when the game is loaded.
-Turned off shadows on grass and flowers, switched all the foliage from movable to stationary lighting.
-Attenuation adjusted for grenades.
-Cleaned up some sound functionality.
-Made selecting a unit through the team panel also play the selection noise.
-Made selecting a team through the select all button/keybind play the selection noise.
-Health logic added to medical truck when it's purchased.
-Re-enabled health bar logic for command post click truck.
-Streamlined some weather logic in the GameState.
-Slowed down the fog update rate.
-Increased fog tile size.
-Quick change to Game Instance values (for later, when we re-add FOW slider logic).
-Cleaned out several unused components for optimizations.
-Trimmed out a bit more from Infected Pods/Gas Towers.
-Adjusted several UI widgets to have less rapid update rates.
-Unit health bar and interaction widget now will respect global timescale, so they will update at the same rate in slomo too.
-Trying new camera angles, more muzzle flashes, gunfire light flashes, sounds. Scientist calls on assistance during spitter attack.
-Trello link added to main menu as a shortcut.
-Added small top right tutorial into game options save system to allow disabling from game options.
-Adjusted last slide to make text readable.
-Pause rebinded from F12 to Num . manual dev key.
-Topology and UV mapping changes to grid 3 pier mesh.
-Adjustment to drawbridge collisions.
-Hooked up the hide/show logic and assets for the call ins.
-Changes to grid 3 layout.
-Updated the mission display widget to new version (w/ text color changes, etc.).
-Unused Mat and Texture deleted.
-Removed a lot of deprecated buttons (and related functionality) from the HUD and PC.
-Updated the unit health bar in-world widget to have green for health.
-Updated all the vehicles to reduce texture loading sizes.
-Hooked up new left/right buttons on the team panel.
-Hooked up bottom-left canvas updates:
1)Mini-map background updated.
2)Thermal vision, ROE, pause, mini-map legend, and zone marker toggle buttons moved to bottom left and updated with new images.
-Hooked up new middle canvas updates:
1)Away and Defense team buttons, Select All, Horde Countdown, DNA, and Money tracker style changed.
2)Updated the DNA/Money added text animations to match (and added + and - icons to the indicators).
-Created a 'shrunken mode' for the Team Panel that omits the background and soldier button and 'squishes' the rest together.
-Ensured selection button, group button, and team drop down still work when shrunken.
-Hooked up the Zone Manager income text.
-New animation that plays when Zone Manager Income is added, as opposed to regular income.
-Updated horde countdown to keep the 'Horde Activity' text there while horde is currently active.
-Removed the Riot Shield from the Assault class.
-Upped Chelsey's combat timeout time.
-Added logic to Chelsey's AI to allow her to attack command post trucks.

Patch Notes - May 16

Before we dive into today's patch notes, we wanted to thank everyone who has purchased the game and has visited Treasure Island!

We're committed to patching the game in a timely manner and implementing different suggestions and feedback you are providing.

If you want to stay up to date on what we're working on, visit our "What we're working on" thread on Steam discussions and our public Trello:


[h2]May 16, 2020 Patch Notes[/h2]
-Lowered volume on frag grenades.
-Added new difficulty mode:
1)Easy will use Easy versions for Breaks (after command post capture or completed DPS flee) and fortify duration.
2)Easy will use different initial and regular horde countdown durations.
3)Reduced defense spawn numbers by 75%, reduces special spawn chance by 75% (same number of rolls, but the rolls are only 25% as likely to succeed).
4)Respawn time for infected when in Respawn Mode (i.e. after all spawns are exhausted, or defense mode is triggered by player incursion).
5)Added a Difficulty display to the save slot popup.
-Updated Sandbags construction time to 3 seconds (if only one builder)
-Updated Barbed Wire construction time to 7 seconds (if only one builder)
-Finalized the Camera Move speed configuration in keyboard options.
-Added backup systems in Player camera to grab values if a save file exists as it was falling back on default values.
-Fixed hovertips for sprint and two formations (they had lost their hovertip binding).
-Added a 'selection border' to the currently-active formation button in the formations window.
-Fixed hovertip for Phase 3 saying that Medical Facility was used for dropping off DNA.
-Updated the selection border animation (which was used for mortar) to update based on global timescale, so it won't slow down/speed up based on game speed.
-Speculative fix to prevent infected from spawning under the dock in the Master (spawn nodes will now check the Z-height of the spawned, and attempt to correct if it's far different than the spawn node's own height).
-Added more AI safeties to resolve crashes.
-Checked for building refunds: they exist, but wall refunds do not yet.
-Updated respawn/defense spawning logic to prevent multiple defense responses, which would always result in minimum respawn time.
-Fixed a minor error when quitting game from main menu.
-Fixed several menu buttons being focusable.
-Updated bounty amounts:
1)Regular bounty: 2K
2)Special bounty: 5K
3)Type-06 Special infected bounty: 8K
-Updated cursors to be hardware rather than software.
1)Always 'show mouse cursor' whenever they get changed.
2)Re-hooked up left-alt to freelook.
-Chelsey green screen adjustments.
-New tutorial slide for weapon market.
-Fixed a crash introduced by nav fix for buildings.
-Updated ammoboxes to allow the player to remove them (click->destroy ammobox, at bottom right).
-Reduced default height for showing icons over enemy heads (also updated widget to default the text properly).
-Fixed weapons not saving/loading their WeaponType (for ammo cost) properly.
-Fixed ammo boxes not respawning their 'no build zone' when loaded.
-Loading Screen text adjusted, graphic removed.
-Car SFX mappings for fast travel.
-Fixes to gate nav collision issues.
-Fixes to building and wall navigation loading.
-Changes to VO dialogue so they are mapped correctly.
-Updated sandbag/barbed wire construction to play the different sound cues (and turrets to not play any yet).
-Cleaned up some Assault lines.
-Re-hooked up some missing sounds.
-Implemented basic sandbags line fix.
-Sound Manager fixed so music fades in and out properly.
-Adjustment to lanes leading up to villa.

We are now in Early Access!

Hello civilians! The Cepheus Protocol team is excited to be welcoming everyone to Treasure Island.

We want to send a quick note and thank everyone that has supported us this far! It's extemely exciting to hear about the battles, tough losses, and encounters you've been having with the infected and Patient Zero herself.

If you are awaiting to buy your ticket to Treasure Island, we have a broadcast on our store page where you can take a look at how the game plays. We have some content creators, our QA testers, and members of the dev team showing off the game. We believe the mix of RTS and tower defense in an open world will keep you coming back for more!

If you have any questions, suggestions, or feedback, make sure you join our Discord and come chat with us: https://discord.gg/cepheus-protocol

Year 1 Roadmap and Trello

Hello Everyone!

We're happy to be sharing our Year 1 roadmap. Learn about our planned optimizations, vehicles, factions, and more!



As part of our commitment to continually share what we're working on, we've created a Trello where you'll be able to go in and see what different members of the team are working on.
https://trello.com/b/b5DFiVyv/cepheus-protocol-development

As always, if you have any questions, suggestions, or feedback, you can reach out to us on our Discord: https://discordapp.com/invite/cepheus-protocol

See you in Treasure Island!

Patch Notes - May 13

[h2]May 13, 2020 Patch Notes[/h2]
-Changed the approach for playing Slomo SFX.
-Making LOD's more aggressive, adding missing LODs (lots of optimizations!).
-Minor adjustments to prop placement.
-Re-Enabled tree fade effect for high settings only.
-Reduced minimum tessellation on water material.
-Boat LOD adjustments.
-Camera head update.
-Fixed up Chelsey's pose and fixed bug where the camera would snap to Winter in the main menu.
-Reduced Chelsey's break time, fortify time, and boosted her move speed.
-Reduced horde startup time and restart time.
-Removed pitch log.
-Made the horde timer appear for first horde.
-Hooked up the new minimap.
-Hooked up new playercam POI (and updated the legend widget with it too).
-Removed Winter from the minimap priority layer.
-Shrank turret minimap POI.
-Adjustments to how "Add Resource" is handled.
-Grid 2 spline replacement progress.
-Fixed sound in Spitter attack to be a cue rather than a direct sound reference.
-Fixed issue with movement commands to individual unit who are moving in formation not breaking their formation command.
-Updated special spawn logic pod call for help logic to set their movement command number on being spawned, to reduce chance of move failure when responding to pod call for help.
-Made spawn pods run 'call for help logic' when updating their 'respawn target location', so any units that do end up in 'roam' will respond too.
-Added global time dilation respect to camera rotation and lerping.
-Added blacklist logic to infection zones: goes up by one every time Chelsey tries to capture it.
1)If it's not a priority zone, Chelsey will not attempt to capture a zone that has 3 blacklist strikes.
2)Blacklist strikes get reset when the zone changes ownership.
3)Updated Chelsey's DPS flee logic to force her to reset her command post target, so she won't try to move to the same command post again without adding a blacklist strike to it.
-Re-added color randomization to vehicles and adjusted materials.
-Minor adjustments to mesh placement.
-Adjusted Control Point truck placement around grids 1, 2, and 4.
-Fixed up null material IDs in grid 7 and the stadium.
-Updated Spawn Nodes to spawn a second pod after their first pod hits max health (only once per node activation).
1)The first spawn pod in the array will be activated by this functionality.
2)Removed the spawning of the Command Post pods, and moved them to the first spot in the array for each spawn node.
3)Result: Spawn Nodes will spawn a second pod when the first hits max health. This 'second pod' will be on the command post center, giving it 'functionality' over the previous command post pods (which were just punching bags).
-Imported new playercamera POI.
-Inverted the new spawn pod logic to spawn the pod on the Control Point first, then when it hits full health it spreads elsewhere in the zone.
-VO SFX recode.
-Mild attenuation added.
-Car alarm temp sfx added.
-Audio limits to VO.
-Move concurrency added.
-Adjustments for dialogue system.