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Cepheus Protocol News

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.

Patch Notes - May 12

[h2]May 12, 2020 Patch Notes[/h2]

We're happy to share another big update! We've been working closely with our QA testers as well as content creators to improve the game and add those finishing touches before Early Access release on May 15th (don't forget to set your calendars!).

Here are some of the major fixes that went in:
  • Horde system: Up until today, the difficulty was a little too easy so we've made it more challenging with bigger waves and more spawns.
  • Infection pod system: Similar to the horde system, you'll see that it's harder to defeat pods and the infected AI will protect other pods nearby.
  • Camera jitter bug: There was a camera bug where it would shake uncontrollably and several players ran into but it has now been fixed!
  • Extreme camera angles have been taken out: we've set limits to how much you can pan the camera. No longer can it go under the map or at an odd forward angle.
  • Ammo box restrictions have been eased as we look into an ammo box bug. We're trying not to break the game loop but you might see unlimited ammo from boxes for now.


Patch Notes:
-Firetruck texture reduced.
-Created an area marker toggle for the HUD with custom button for now.
-Updated player-owned zones to be blue and unowned zones to be white.
-Boosted opacity of area markers.
-Enabled horde capturing of unowned zones.
-Updated priority zones to be unmarked as priority if player captures them.
-Horde tweaks, infected sample overlap area increased, helicopter speed increased.
-Updated Minimap to show bridge.
-Updated horde message when they're not targeting player territory vs. when they are.
-Updated widget to say 'HORDE ACTIVITY' instead of 'HORDE ATTACK'.
-Replaced splines in grid2 barracks.
-Ground popout animation for Type-06 Special Infected.
-Ammo box radius increased as well as Medical truck healing at Control Points. Now there's a cost to calling an ammo box.
-Camera limitations adjusted.
-Updated Refill Ammo logic.
-Updated position + images + background for minimap legend widget.
-Updated position of hotkey indicators on the HUD.
-Updated player camera minimap Point of Interest size.
-Significant updates to the larger buildings on the map (optimizations).
-Fixed minor typo on settings.
-Fix so Little Bird is there on level load no delay anymore.
-Camera clipping fix.
-Removed overridden material references that were causing map errors.
-Overhauled spawn node system.
-Updated navblockers in the Master to block off another building, as well as under the dock as there were infected going under that area.
-Moved some spawn pods near the hospital.
-Hid and removed collision on the hospital capture point to prevent capture.
-Adjusted overlapping bodies on map.
-Fixed fatal compile error.
-Slomo sfx fix.
-Spitter spit sfx has been fixed (although it created some hilarious moments, you won't hear the spitter sfx repeat itself!).
-Lowered DNA spawn rate from regular infected to 5%.
-Added a sound effect to Grenades when exploding.
-Hooked up the explosion sound to the carpet bomb.
-Cleaned up thermal + slomo sound.
-Updated hordes to no longer require player to have built CERC.
-Changed the approach for playing Slomo SFX.
-Making LOD's more aggressive, adding missing LODs.
-Minor adjustments to prop placements.
-Re-Enabled tree fade effect for high settings only.
-Reduced minimum tessellation on water material.
-Boat LOD adjustments.
-Fixed up Patient Zero's pose and fixed bug where the camera would snap to Winter in the main menu.
-Dropped horde time (initial and regular).
-Drastically dropped Chelsey fortify and break time.
-Made horde timer visible for first horde.