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Cepheus Protocol News

Future of Cepheus Protocol Live stream AmA | August 28 at 6 PM EST

[h3]Overview[/h3]

This will be our first Ama and we plan on showcasing a lot of new features/systems we will be working on for the next 6 months.We will be taking questions throughout the event! These will be huge reveals and we will be broadcasting on the steam store page live.

[h3]Cepheus Protocol AMA/Showcase[/h3]

We'll be answering your questions live and also announcing something big during the event...

You can join our Discord and leave questions for us to answer in between intermissions on our discord via the august-ama channel.

Join it here

[h3]Time and Date[/h3]

August 28 at 3 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 - August 6 (0.7.47): Maintenance update towards the Vehicle update

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

August 28 at 6 PM EST is the official AmA day mark it on your calendar as we will be revealing tons of new exciting aspects for CP, that we have been working on in secret :wink:

Here's last weeks dev rollup from 7/31/20! We will be live streaming every Friday at 6 PM PST on our steam store page
[previewyoutube][/previewyoutube]

Join our Discord where you can leave your questions in advance as well!


[h2] Patch Notes August 6 (0.7.47)[/h2]

  • Fixed various navigation issues reported on Discord
  • More Infected Hit reactions added
  • Fix for rain emitter rotating with the camera.
  • Rain VFX tweaked to look better visually
  • Comms trailer unfold and amb loop sfx added across the forest
  • More details added to the Grid 03 marina
  • Further detail added to the beach zone
  • finalized bridge structures



[h2] Patch Notes August 6 Public Beta (0.7.47)[/h2]

  • New UI for vehicles added
  • -Added radial vision 'target pointing' to the vehicle: if the vehicle gets close enough to something, it'll add what it sees to its garrisoned units
  • Another fix for targeting issues for garrisoned units
  • Vehicle path finding improved
  • Added selection visuals (including healthbar) to the Scout Car
  • Added a move safety loop to the vehicle movement to mitigate them from breaking over long distance moves
  • Removed extra scout car from the master
  • Made units 'halt' when the degarrison from new vehicles (so they won't move to a starting position after exiting a vehicle)
  • Added basic explosion effect on Scout Car death
  • Created a 'vehicle interaction widget' in place of the health widget:
  • Contains the Garrison Widget now, instead of having the Garrison Widget be separate
  • Has an ammo display which disappears if the vehicle has no gun
  • Has a Hold Fire display
  • Added proper Hold Fire logic to Vehicles:
  • Units within a Vehicle will obey that Fire Mode. Order a Vehicle to Hold Fire, and anyone inside will Hold Fire.
  • Cleaned out some unused actors.
  • Added logic to 'divert' 'ProcessThreatFromDamageInflictor' to the vehicle someone is in if they shoot an infected while in a vehicle (so infected won't get 'confused' and fail to attack the guy in the car because the car blocks vision of the guy)
  • Fixed a visual rotation issue w/ vehicle movement
  • Fixed the Scout Car not properly rendering in custom depth (causing 'outlines' near the driver at nearly all times)
  • Updated vehicles to (hopefully) reduce strafing
  • Hooked up Juniardi's Scout Car minimap icon
  • Added a 'velocity fix' to try to further mitigate the vehicles' 'stop/start' issue
  • Improved the move safety loop for vehicles: smooths long rides (not perfect, but better)
  • Fixed preview rotation for vehicles
  • Added an accuracy reduction when a vehicle is at speed (at very low speeds nothing: above 400 units 25%, and above 800 40%)
  • Added a potential fix when the vehicle fails to get a navpath to fix it stalling when it's trying to rotate
  • Started re-adding the Motorpool:
  • Hooked up its button (locked behind Phase 2, currently using medical facility button as placeholder)
  • Fixed its physics asset to be far more accurate
  • Boosted its construction radius to work better with the new construction system
  • Added and tuned interaction points (for repair) to look good and function
  • Started on rally-flag and spawning setup, as well as preview visuals for it
    (it's unhooked from the build menu for now, since it has nothing to spawn)
  • Started on 'faking' vehicular movement to get wheels (and potentially, later, other parts) of the vehicle animating properly as it moves
    Results: wheels can stop and start and rotate based on the driver's anim state. Improvements to the anim state transitions should improve the wheels moving forward.
  • Added 'block offset' logic to buildings, and used it for Motor Pools to 'block' more of an area for construction so vehicles have a place to spawn in
  • Improved and fixed Motor Pool rally point setup (and ensured it still works with loading/saving)
  • Improved shop item struct to contain image and hovertip data, to make it much more modular and easier to maintain (and ported the Barracks button data from the ShopsButton Hovertip function to the actual Barracks Shop setup in the ShopsCanvas
  • Used the improved shop item struct to set up the JLTV button for the Motor Pool (currently just spawns a scout car as placeholder)
  • Hooked up ShopsCanvas support for the Motor Pool to wire in to the Motor Pool's new vehicle spawn logic
  • Made a 'SimpleShopTransaction' call from the PC that simply spends the money/DNA from the shop item struct as requested, for use by the Motor Pool shop

    Result: Shop logic modularity improved, and Motor Pool shop + unit spawning online.
    (still have the Motor Pool disabled for construction since we don't have any unique vehicles for it to spawn yet)



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.

Until next time, good luck in Treasure Island!

Patch Notes - August 2 (0.7.46): Scout Vehicle is public testing and more!

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

Make sure to tune in to the AMA/Showcase in late August. We'll be answering your questions live and also announcing something big during the event (we promise it's awesome, it's something a lot of you have been asking for!).

Here's last weeks dev rollup from 7/31/20! We will be live streaming every Friday at 6 PM PST on our steam store page
[previewyoutube][/previewyoutube]

Join our Discord where you can leave your questions in advance as well! The date and time will be announced soon!

[h2]August 2 Patch Notes (0.7.44. 0.7.45 and 0.7.46)[/h2]

  • Hidden Graffiti added around the world
  • Further refinements to help sight-lines of discovering infection buildings
  • Various Collision adjustments to improve gameplay and reduce units getting stuck
  • Scout Car now buildable from the CERC Tent (Public Beta Only)
  • More Hit reactions added to special infected
  • Grenade Throw visuals were improved to better depict throwing status
  • Pier Catwalks had their collision tweaked
  • Mortar unfold and loop SFX added
  • Negative Notify SFX added for failed grenade tosses
  • Hordes will now utilize formations and greater tactics to encircle and destroy you
  • Farming or constantly laying siege to a zone will signal other zones to send backup or even trigger a horde attack to counter attack you or nearby grids in an attempt to get you to back off
  • Day and Night fog of war adjusted to make it clearer the distinction of where you can see and cannot
  • Resolved a Horde attacking bug that caused them to malfunction and fail to attack
  • Cleanup of unnecessary infected spawns across the map so their resources are freed up for horde/defense attacks
  • Floating objects adjusted in Grid 07(Gated Living Community)
  • Bug fix to stop winters from spawning at odd rotations
  • Collision pass around the marina to stop infected from spawning in the water
  • More detail props/assets to the beach and resort zones
  • T-UGS deploy and loop SFX added
  • VR was disabled as it was accidentally triggering on some users with Steam VR installed
  • MG and Missile turret SFX added for deploy and loop
  • Garrison logic for the scout vehicle so units stationed inside can shoot and defend the car as it moves (still W.I.P we are still tweaking this in the public testing realm)
  • Turrets now only play their Idle SFX when powered
  • Degarrsion button added to Scout vehicle(Public Beta)
  • Scout car now has 360 vision and will share enemies to the people inside to allow them better situational awareness to help defend infected attacking
  • Right clicking while having a scout car will tell all units inside to focus fire if they have LOS (Public Beta)
  • Various rails had their collision adjusted to stop infected from falling into the ocean
  • Scout car explodes and kicks out all units when killed (Public Beta Only)
  • Cleaned up Walking Animations for CERC units


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.

Until next time, good luck in Treasure Island!

Patch Notes - July 26 (0.7.44): Level Design Changes, Win7 Support, and more!

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

Make sure to tune in to the AMA/Showcase in late August. We'll be answering your questions live and also announcing something big during the event (we promise it's awesome, it's something a lot of you have been asking for!).

Join our Discord where you can leave your questions in advance as well! The date and time will be announced soon!

[h2]July 26 Patch Notes (0.7.43 and 0.7.44)[/h2]

-Significant landscape tweaks around the villa, added skirt mesh around pool in H01 villa building to ease transition between landscape and mesh, removed some rocks causing navigation pockets, tweaked villa volume blockers. Go check out the new parts of the island!
-Added outpost buildings, new bridge buildings and catwalks + materials.
-Landscape updates, grid 07 beach added, grid08 backyard props, corpses moved, blood decals un-inverted, collision double checked, nav blockers moved or deleted.
-Win7 support is now live! For any of you running the game on Win7, you'll now be able to run it now. If you have any issue, please head over to our Discord and we'd be happy to help you out!
-Distress system basics are online for infection zones. Infected reinforcements will now start appearing in neighboring zones, and when the node enters 'distress' mode it increases its spawn limit (though not past the global defense limit from the GameState). This means the infected will assist nearby zones if players are farming them for money/DNA causing the game to get quite harder once the infection enters full distress mode over a prolonged period of camping or laying siege to a location).
-New Blow up walk animation added.
-Infection Animations for running improved (more variations on the way).
-New music added to the "calm" period.
-Previews of where units will spawn via the flags when placing structures down (actor will be improved over time).
-Preview markers of the space a building will occupy added.
- Cursor bug where the default windows cursor could appear when opening the game in fullscreen should now be resolved.
-We are also working on revised attacking animations, including hit reactions for the infected so they have an actual visual impact on them and their mobility including critical hits that will cause them to fall over and be stunned.
-Hooked up basic Hit Reaction logic:
=Turn on/off w/ bool
=Has customizable cooldown timer
=Turned it on for infected w/ cooldown of .2
-Shifted the Hit reactions to have a very high chance to interrupt the melee of units to cancel out melee attacks, setup the bone checks to verify what parts of the body were hit for determining the pool of animations that are available to be played.

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 late July 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 - July 23 (0.7.42): Optimizations, Upcoming AMA/Showcase, and more!

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

Before we get into the patch notes, we're excited to announce that we'll be doing an AMA/Showcase in late August. We'll be answering your questions live and also announcing something big during the event (we promise it's awesome, it's something a lot of you have been asking for!).

Join our Discord where you can leave your questions in advance as well! The date and time will be announced soon!

[h2]July 23 Patch Notes (0.7.42)[/h2]

- Numerous changes to the animations for spitter/jug/ and infected.
-Updated fast travel point, gate, and turret "Power-needed" POIs to be more performance friendly
-Command center and spotlight ambient loops sfx.
-Levels shifted around for HLOD build and process for optimization for level adjusted.
-Hooked up Dimitry's new post process effect logic for Spotlights:
=Spotlight overlap now will be 'blue' when not overlapping.
=Turns red if overlapping another spotlight's zone.
=Set down spotlight's zones will be red.
=New 'continuous mouse widget' indicator will appear over the mouse when spotlight zones overlap.
-Cleaned up the building's power POI to be screenspace, dynamically created, no longer tick-reliant, and to fade on distance (to make up for being screenspace).
-Fixed duplicate water meshes.
- New buildings Karma Clothes, Life's a Beach Ice Cream Parlor.
-Implemented basic improvement to the CepheusMoveComponent: unrendered units' movement components will tick 3-4 times slower (randomly 'tick group') to spread out the CPU load (i.e. every 3-4 frames rather than every single frame).
- New run anim plugged in to be the only one available. Also have a SLIGHTLY different take set as ALT. this one has different feet placement and sways a bit more
-Fixed meshes not appearing.
-Basic infected LOD bone optimization.
-Military LOD bone optimization.
-Hooked up basic character movement component tick rate reduction when units are hidden by FOW
(turns off when seeing the unit, or when thermal vision is on).
-Hooked up new Team Panel setup:
=Rank text replaced with 'rank bars' that show/hide based on unit level.
=Unit icon moved to top left, with status icons (run mode, hold fire, etc.) moved below that.
=Soldier portrait now has a CERC logo background and a portrait frame.
=Soldier portrait icon and rank bars match the portrait frame and background color.
=At unit rank 5, icon, background, and matching elements will change to gold/orange.
=Move unit left/right buttons moved to the left/right of the Group dropdown.
=New Soldier avatars hooked up (missing the Female Heavy avatar, however).
-Restored team panel direction.
-Adjusted CERC spawn point to be 'further up' and 'further out', to reduce or eliminate the 'Engineer spawned in building' bug.
-Restored and cleaned up impact effects for weapons, removed its constructor helpers, and hooked all four up to each weapon individually.
-Imported the new Female Heavy unit panel avatar.
-Landscape adjustment, blockers and nav mods on river.
-Replaced Engineer preview for engineer call in with a more poly-conscious version.
-Further-updated engineer preview mesh.
-Code change-removed avoidance for its cost, made it so infected will not attempt to adjust their spawning locations.
-Cleaned up constructor helper pointing to old construction meshes for the walls.
-Civilian poly reduction.
-Re-enabled the civvie spawners for the Master.
-Chelsey poly lowered.
-Curbed the 'slowdown' of the horde sphere carrier to .75 (from .3).
-Added a 'Horde Sphere Speed Up' noncombat buff that speeds up horde sphere units who are not overlapping the sphere by 25%.
Result: Spheres are less 'stop&start'-y. Still improvements to be made, but it's better.
-Resolved problematic trees.
-Final buildings and materials for Pierce's base.
-Fixed building positions in grid 3.
-Scalability options added.
-Cleaned up some location volumes on the right island to be cleaner to the 'border' icons, to fix being able to 'build into the docks' where players shouldn't be able to.
-Fixed the 'pier' nav blocker for Grid 6 to actually cover the piers.
-Added 'beach' nav blockers to block 'sticking rocks' on the Grid 6 and Grid 9 sides of the Grid 7 beach.
-Adjusted spotlight 'on/off' times (starts on at 17:00 (5:00 PM), shuts off at 7:00 (7:00 AM)).
-Adjusted income text to be a bit more to the right on the HUD (to reduce overlap situations).
-Added cooldown to shot hit/shot fired noise generation (1 second each).
-Added cooldown to infected's OnHearNoise response (2-3 seconds).
-Added a 'cooldown' to blood particle effect spawning, customizable in the GameInstance
-Swapped out tree in BP to _IMP version, swapped out other unoptimized tree in editor and replaced across the grids, removed phantom grass.
-Minor particle optimization.
-Added offset+rotation to blood impact effect spawning so it will 'burst from' the hit location rather than always face upwards.
-Painting adjustments, props.


Note: Windows 7 support should return in the next few weeks as Epic Games has certified a fix and once it goes live to Unreal Developers we'll hotfix the game and update the game requirements page!


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 late July 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!