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Cepheus Protocol News

Patch - 1.2.3 Preview (Experimental branch)

[h3]Cepheus Protocol Dev Update 12[/h3]
https://youtu.be/Ro74RDr85cQ

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Fix for world building icon emissive strength.
  • Updated landscape materials, added scattered Trash objects to Asphalt layer.
  • Added new HLOD base material with a Weather function, to fix pop-in of 'always-dry' HLODs during Rain. Assigned as Override on HLOD BP's.
  • Turned off Shadows on various road splines on Angel Island.
  • Updated Road Master Material to use the Landscape Asphalt material function for roads, to match landscape (world tiling).
  • Started breaking up the Infection Zone's 'EvacuatingCivvies' array responsibility amongst Evac Points
    With some new 'evac point unassigned' assistance to make sure civvies properly decouple from arrays if a helipad is destroyed or turned off from Evac Mode, for example
  • Updated the World Building management widget to disable the 'order buttons' and display 'Evacuating' when it's currently the auto-evac target
  • AI coastline nav blocker Clean-up
  • Fixed Chelsey/LTs not using move proxy system for roam movement (should resolve somewhat-common issues w/ LTs or Chelsey getting confused if ordered to move to another landmass)
  • Added some logic to Infected AI to reduce the likelihood of melee-only infected getting confused and trying to target the 'tower occupant' instead of just swinging at the tower
  • added new logic to Spitters to make them swing at a Guard Tower they're attacking when spit is on cooldown, by modularizing some of the melee attack logic in Infected AI
  • Fixed DDM4 not having an AimSource socket
  • Fixed the 'moving parts' of player walls not having their own collision preset (now uses PlayerGateWallPiece)
  • Added new collision Object Channel 'VirtualUnit' for use by the VirtualUnitMovers. Used this to make Infected Unit Movers not be able to 'phase through' player walls, in addition to the above new collision profile for the moving parts
  • Updated Asphalt materials.
  • Added more Trash scatter to landscape.
  • Polished up rough cliffside in Presidio.
  • tactical speed changed from 150 - 200
  • AR crit chance is 10%
  • SMG crit chance is 21%
  • Sniper crit chance is 45%
  • Lmgs Crit chance is 5%
  • Animation polish for hand placement.
  • lmg crit chance adjusted to 5%
  • More nav clean-up on Presidio
  • TI Cliff nav and coastline nav clean-up
  • Optimzation to player walls
  • Adjusted attackpoints for Sandbags, Barbed Wire, Dual Barbed Wire, Hesco, and Jersey walls to help resolve an issue where infected 'fail to see a wall' because the point they're looking for is a bit too low to the ground and the 'sight trace' hits the floor
  • Fixed up corruption on the Barbed Wire Wall
  • Fixed up an event in SandbagWall
  • Fixed up Barbed Wire hovertip
  • Fixed up corruption in the Short Hesco Wall
  • Fixed a load issue in Short Hesco Wall
  • Fixed corruption in Tall Hesco Wall
  • Fixed the MasterCharacter_AnimBlueprint not properly responding to infection conversion
  • Fixed Flamethrower not having an AimSource socket
  • Added logic to prevent Chelsey from being able to attack while in a Death Regen shell
  • Added a safety to make sure that Chelsey will always try to 'detach' from whatever she's attached to when she enters a Death Regen shell
  • Early Mob system added got it to a point where it can randomly select male/female, select a mesh, and do a little bit of 'placement finding' logic to try to minimize overlaps when adding additional units to the mob. Animates decently.
  • -UMP45 skeleton was missing AimSource socket: fixed
  • Fixed some 'late load' logic (was somehow messing up GroupPos value when LateLoading a unit)
  • Made Civilians, in RegisterMercerCivvie, stop using CrowdManagement beyond the 100th currently-registered (to stop them from 'blocking up' the player's ability to move, if a lot of civvies are active at once)
  • Improved civilian clearing logic to have an 'emergency' mode, for when a node has
  • way* too many civvies active at once (who aren't in unit movers/evac orders)
  • Improved loading of Civvies to better assign them to an Evac Point if they are loaded without Evac Point assignment, but want to evacuate
  • Added save/load to Mob Unit struct setup (via 'data struct' inside the outer layer which contains the savable data)
  • -Updated MobUnit setup to support the same depth stenciling updates that affect the main mesh
  • Updated Civilian Evac counter to respect mob unit amount
  • Updated simple garrison counter to respect mob unit amount (won't work 100% for all garrisons, but sufficient for Evac Choppers)
  • Updated Civilian death tracking to respect mob unit amount (both in SpawnNode and in PlayerController's 'killed civvies' tally)
  • Improved some loading issues with civvies on the player team not registering their death correctly
  • And some fixes to Evac Choppers allowing 'too many' units to try to board, resulting in a 'false board' that moves units around without actually garrisoning them
  • Improvements to MobUnit 'split off' logic to support splitting off multiple MobUnits into a single extra character (who inherits the other MobUnits instead of creating characters for each one)
  • Improvements to garrisoning to allow Evac Choppers to 'split off' units from Mobs to top themselves off
  • Also doubled the 'spawn amount' for civvies, to help pump out Auto-evac civvies even faster Result: Auto-evac helipad logic works pretty well! Some secondary features need testing, and mobs aren't yet applied to 'evac between buildings/zones' yet, though, so it's likely rough around the edges.
  • Adding Open-Top Humvee variant assets.
  • Turning off heli auto-evac (or losing all evac points in an area) now orders auto-evacuating civvies back into a building
  • turning auto-evac off also will more quickly propagate orders than turning it on
  • Got weapon switching working so it goes from Open-hooded to closed when equipped w/ CROWS
  • Updated it to take the Scout Car's place for now (saves w/ scout cars will still have access to them I think, but going forward Humvees will be available instead)
  • Adjusted Humvee seat offsets. Turned off Weather response.
  • Fix to a math issue with new 'GarrisonSlots' setup that broke degarrisoning if a unit exited a player vehicle
  • Updated melee attacks to be able to hit units in Garrisons who are set to be 'targetable' while in garrison
  • Updated Humvee (when open-hooded) to angle-lock the units inside (instead of letting them shoot 'behind' themselves - was
  • incredibly* powerful)
  • Fixed JLTV and Humvee, when Unarmed, failing to 'see' things
  • Further fixes to 'allow melee to hit garrisoned units in the Humvee when open hood' logic
  • m4 idle animation polish
  • m4 sprint polish
  • m2 crows balance pass v1
  • crows - 500, base dmg is 65 fall of starts at 3000cm with a crit chance of 5%
  • hk-53 animation tweaks
  • holosight added to the m4
  • Humvee carring capacity increased for all varients
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]

Known Bugs
(Click Show details for a full breakdown of the changes)
[expand]
  • Some navigations issues around Treasure Island West
  • Humvee drivers can be killed to easily at times we are improving them for early next week

[/expand]
[h3]New Versioning Number system[/h3]
[expand]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[h3]New Roadmap system [/h3]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

[h3]Cepheus Protocol Anthology[/h3]
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
[expand]
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]

Patch - 1.2.2 Preview (Experimental branch)

[h3]Cepheus Protocol Dev Update 12[/h3]
https://youtu.be/Ro74RDr85cQ

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Added 'status mesh location' to World Buildings
  • And set up some logic to automate updating of this for each World Building, so each should have a good position for their 'status token'
  • Progress on a 'StatusMesh' for World Buildings, for displaying state of the building (Evac, Cleanse, or Condemn)
  • Fixed a bug that was causing some world structures to "TakeDamage" and disappear sometimes
  • Fixed the SelectionBox on World Buildings having a shadow
  • Fixed the Status Mesh on World Buildings having a shadow
  • Fixed some focus issues in the World Building management popup
  • Fixed a News button having a focus issue
  • Updated World Buildings to have a 'Show World Building Status' setting in the PC
  • Bridge Resistance to Damage increased to 45%
  • Grenade Launcher prices reduced
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]

Known Bugs
(Click Show details for a full breakdown of the changes)
[expand]
  • Some Evac helicopters can get stuck on tall buildings we are working on fixes to helicopter pathing for next patch within 24-48 hours

[/expand]
[h3]New Versioning Number system[/h3]
[expand]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[h3]New Roadmap system [/h3]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

[h3]Cepheus Protocol Anthology[/h3]
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
[expand]
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]

Patch - 1.2.1 Preview (Experimental branch)

[h3]Cepheus Protocol Dev Update 12[/h3]
https://youtu.be/Ro74RDr85cQ

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Fix to Custom Sign logic to try to stop civvies from being 'interrupted' from evac/building movement if they run into a sign on the way there
  • Fix to sr-25_Skeleton not having an AimSource socket
  • Update to special-infected spawn likelihood - Not very common on day 1, Very common at night, increasingly so as time goes on. As days progress, commonality during day increases, too
  • Fixed an issue that could cause civilian population numbers to ballon beyond our built in safety limits
  • Adjusted a building instance in PI_G03 which had a door which dropped civvies onto a planter
  • Updated nav in the master after updating a certain planter type to no longer affect nav
  • Updated hovertip logic for the Helipad 'toggle to evac mode' to list the number of Helipads you have that are in Evac, as well as the limit
  • Updated Evac Chopper garrison size to 128 (from 32)
  • Added a 'SimpleGarrisonDisplay' mode that just shows numeric display instead of images (due to the Evac Chopper supporting up to 128 units now)
  • Improved helicopter move safeties a bit to stop them from crashing into buildings
  • Made the Evac Merlin have a higher flight-height (to make it fly more safely)
  • Added some more 'update calls' to the InfectionZoneWidget's civilian population tracker to resolve instances where population numbers would fail to update
  • Fixed Cleanse not counting the cleansed civvies in the Dead Tracker
    Result: Population tracking should be a bit more accurate, though there's likely still a few issues left with the new system setup
  • Some buildings have their overall population reduced
  • Speculative crashfix for https://discord.com/channels/469412014427602944/1050116654891278477/1050116654891278477
  • Infected hp increased from 150 - 300 based on the new CERC responiveness levels
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]

Known Bugs
(Click Show details for a full breakdown of the changes)
[expand]
  • Some Evac helicopters can get stuck on tall buildings we are working on fixes to helicopter pathing for next patch within 24-48 hours

[/expand]
[h3]New Versioning Number system[/h3]
[expand]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[h3]New Roadmap system [/h3]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

[h3]Cepheus Protocol Anthology[/h3]
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
[expand]
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]

Patch - 1.2 Preview (Experimental branch)

[h3]Cepheus Protocol Dev Update 12[/h3]
https://youtu.be/Ro74RDr85cQ



Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Helipads can now be toggled into a mass civilian evaucation mode (Civlians can take up to a minute to start arriving as long as the zone they are built in arent empty)
  • Buildings can be "Cleansed" to pacificy all civlians in a building lethally. There is no civilian rep lost yet. This will be coming a few patches down the road to tie into dynamic civlian groups.
  • The zone card will gain a drop down when you own more then one territory to issue zone edicts to order mass evaucations.
  • After a zone is marked as a evaucation zone or has any kind of population in it building a helipad and toggle them into "evaucation" mode will summon all civlians within a zone to that helipad.
  • Fixed the 'join player team' button over Civilian heads being able to pop up if you hover over a dead civvie
  • Landscape textures cleaned up and material adjustments.
  • Collision mesh adjustments to job site buildings
  • Civilian unit movers now properly update their navigation query to try to avoid player walls and use player gates
  • Updated hovertip for the Helipad and its 'ToggleEvacMode' ability to better reflect the new evacuation setup
  • Updated the Shops framework slightly to support clearing hovertip when buttons are cleared or changed (fixes an issue w/ Helipad's Toggle Evac Mode hovertip not disappearing)
  • Civilian texture fix - (weird shadows)
  • Presidio Nav clean-up work
  • Updated the ability to set an Evac Zone to only require zone ownership, rather than requiring an Evac Helicopter
  • Infection Zones now will no longer automatically evacuate civilians via Evac Helipads unless told to do so via the Infection Zone Widget
  • Fixed 'focusable' elements on the Infection Zone Widget
  • Updated the Garrison cursor to not appear when mousing over a vehicle which doesn't allow any of your selected units to board (such as Civvie evac choppers if you have no civvies selected)
  • Added a difficulty setting for Civilian Evacuation Income (default $5)
  • Fixed there being a bunch of test units left on the Aircraft Carrier in the Master
  • Updated Automatic gates to open for Civilians, too. The hovertip for the Automatic Gate toggle button has been updated to reflect this
  • Updated the Mercer System to have a list of 'inactive civvies' - civilians who are spawned, but shouldn't count against the spawn limit
  • Currently, the only way civvies get on this list is if they're actively garrisoned in an Evac helicopter (to make sure they don't 'stop up' the flow of evacuating civilians)
  • Progress commit on new 'World Buildings' system (for storing civilians in buildings instead of just as abstract numbers)
  • Collision fix for carrier deck.
  • Downported a lot of Building logic into Base_Structure for more modularity in prep for World Buildings system
  • Updated saving/loading of units to use a 'GetSaveTransform' function, which accounts for lerping (and if the lerp is gonna clear the unit) to determine the position to load the unit at
  • Fixed a MAJOR issue with unit movers having 'inverted' distance checks (thus spawning units when CERC are
  • NOT* nearby, rather than vice-versa!)
  • Updated the Civvie Transfer Unit Movers to make devirtualized civvies move towards the nearest world building in the zone (if one exists) and enter it, rather than merely milling around
  • Updated civvies to not have an 'Accept Guardianship' popup if they have an interaction actor (i.e. are moving to go inside of a building)
  • Hesco wall build time reduced
  • Animation fixes to the hk-53 and m249
  • Riot shield animation fixes
  • hip fire fix for operator
  • Operator crouch shooting fixed
  • p220 added to civ weapon list to replace m9.
  • sprint works for all cerc units
  • Updated Chelsey to not be able to enter death regen state if in the air, and to detach from 'jump attack target' if she would normally enter death-regen state (to prevent 'death regen cocoon' from occurring in the air)
  • Unit Movers also now should properly make sure all their units can move in fog (when devirtualized)
  • Added new Speaker tower mesh.
  • Civlian animation updated
  • Those damn civs can sprint now - heheheheheh
  • Added a DateTime to the GameOptions save. When GameInstance loads your GameOptions, if the DateTime is before 2020 (i.e. the date time was not initalized due to being an old save), the Season Setting will be set to Vanilla instead of Halloween.
  • Updated World Building Orders (Condemn/Cleanse) to get cleared if you lose control of the zone that owns those buildings
  • Updated Evac Chopper 'auto evac' to select an evac building and start dumping civvies out of that (instead of spawning civvies 'from the ether')
  • Added a warning to the really old civvie spawn stuff for Command Posts, if the Command Post tries to spawn a civvie while the Mercer System is active (this shouldn't happen, but is left in just in case horde mode or something else needs it)
  • Added some basic safeties to stop ammo/unit call-ins from working on ammo boxes (so you can't call in units on top of ammo boxes directly anymore)
    operator sliding fixed
  • Added weld logic for mesh and added started anim notifies to the base blend space
  • Crashfix improvements for Engineer weld C++ functions
  • Updated Engineer to use newest rig (since their meshes seem to be on that new skelly)
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]

Known Bugs
(Click Show details for a full breakdown of the changes)
[expand]
  • Some Evac helicopters can get stuck on tall buildings we are working on fixes to helicopter pathing for next patch within 24-48 hours

[/expand]
[h3]New Versioning Number system[/h3]
[expand]
We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
[/expand]
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[h3]New Roadmap system [/h3]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

[h3]Cepheus Protocol Anthology[/h3]
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
[expand]
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]

Patch - 1.1.18.4 Bug Fixes and QOL changes

[h2]Last two Podcasts[/h2]
https://www.youtube.com/watch?v=_AfUgBfXTUg
https://www.youtube.com/watch?v=8DwKVi2vPUA

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Resolved an issue where loaded buildings that have an 'unfold animation' will continue taking up performance costs for roughly 30 seconds or more after the game load completes (math issue in disabling their animation cost after fold animation completion has been resolved) bFrom a user submited save file "Save12", this results in roughly .5ms being saved during each second of roughly the first minute of gameplay
  • Optimzations to Capture Trucks
  • Post Process tweaked to make the world look less "Dark"/ washed out
  • Cassnadra Yates starting operator added to replace the "default" one. We will be rolling out more variations over the next few weeks. Customization will still be a long term goal
  • Operator Movement and Camera Controls vastly improved
  • Operator Crouch system revised
  • Operator Melee revised to be more effective (Middle mouse button)
  • Adjusted pod trace logic to try to prevent pods from spawning 'on top of buildings' (with 'repeat check trace' that rejects the Pod Trace in the BP if it is outside the target zone)
  • Increased grace area for constructing the Chelsey/LT hives (since in one test a hive landed smack dab on a bridge in such a way that it blocked traffic successfully)
  • Minor safety fix to Juggernaut attack logics that would bug him out
  • Improved safety fix for buildings unfolding when loading saves, to make sure they don't 'stay folded' in some situations
  • Fixed a loading issue that made vehicles end up in the 'first group position' in the Unit Group Windows at the top left
  • Updated ZoneManager to also call its civilian destinations updated delegate if one of its registered
  • Rebuilt collisions for Parking Complex in Grid 6
  • Collision clean-up for crane in construction zone, readjustment of Zone 7 and 8 borders and Location Volumes.
  • Updated Mission Objectives widget to be slightly larger (due to new font size) to try to prevent some text-wrapping issues
  • Mission Objective widget adjusted its show/hide animations to be a bit more effective
  • Moved quicksave to F8 (from comma, which was also fighting with Select Next Mortar)
  • Moved quickload to F9
  • Added a 'JumpToMinimapPing' keybind (to Period key), instead of having it be combined with Slow Motion on the Spacebar. If pressed within a roughly 3.5 second timeframe of a minimap ping occurring, your camera will move to the ping
  • Fix to pain causing volume incorrectly killing units in horde map 01 in certain spots
  • Repairs to Golden Gate Bridge ramp collisions causing units to float sometimes
  • Made several improvements to Attack Move handling- Should no longer 'lock up' if you issue an attack move order to units already in an Attack Move order if said units are also in Run Mode
  • Similarly, ordering an Attack Move on currently-running units should now properly stop them (though it may take a moment for them to rotate to target if already in combat range: better response than before, however)
  • Improved some of the spawning logic for Unit Movers to try to stop situations where they spawn 'stuck'
  • Improved move order logic for non-Assault/Guard unit movers to hopefully stop Infected from getting 'confused' about where to go, resulting in them just clumping up and refusing to move
  • Fixed completed Turrets not properly displaying 'Are you sure you want to destroy this' text when you manually destroy them via command window
  • Updated Medic 'CurrentHealingTarget' Medics no longer use rotation animations while they have a valid CurrentHealingTarget (to prevent 'overly fidgeting' while trying to track someone to heal them)
  • Medics no longer uses a 'glowing yellow' animation to indicate status, but simply changes the icon to Yellow if a status is in effect (to save performance), too
  • Fixed the Ammo call-in disabling if you were at or above unit capacity
  • Fixed an issue with the Infection Zone widget show/hide button capturing 'keyboard focus' if you click it
  • Overhaul of Grid 8 on Presidio and landscape clean-up to increase buildable area on and around the mountain. Location volume revisions to follow.
  • Bounds fix for orange-tarp boxes that were flashing
  • The missiles from the Shawnee no longer will permanently gain spread and fire incorrectly
  • Fix for Road mesh quality when used with splines.
  • Animation mirroring is now working for when you shift the player camera from shoulder to shoulder
  • Fixed units not properly marking themselves as not being recently rendered if they're spawned or loaded as visible in-world, but not currently in front of the camera
  • Shadow Optimzations added so you can limit the amount of Dynamic shadows you can see at once. (Added to Video Options)
  • Updated the setting's name+description in the Advanced Video Options widget to more closely reflect what it does
  • Options menu hovertips 'fix pass'
  • Updated a lot of hovertips not functioning at all in the Pause Menu's options menu
  • Did a spelling/grammar pass on a lot of options/hovertips
  • Improved offsets to minimize situations where the hovertip would 'go off the left of the screen'
  • Matched the scaling of the hovertips on the Pause Menu and on the Main Menu (to 1.25, instead of having one at 1.0 and another at 1.5)
  • Fixed the Audio Options in the Pause Menu not properly having a background
  • Added new location volumes for Grid 8 improve CP truck deployment
  • Splash updated
  • Added operator only damage multipliers to make TPS more responsive
  • Fixed UI scaling for spread
  • Updated the Load Game slot buttons to use a switch to localized text, rather than trying to read the enum value directly, when displaying difficulty (should hopefully fix builds displaying the difficulty using the incorrect text - something which doesn't seem to occur in-engine)
  • Fixed AI_Vehicle not properly getting enemy vertical position when comparing turret rotation towards target
  • Updated vehicle AI to always update turret rotation to target instead of only when we're not already facing it
  • Updated Shawnee's 30mm's animation blueprint to no longer lock its yaw to forward-facing, and to have much greater Pitch freedom ([11, -180] pitch)
  • Shawnee should be able to fire its 30mm a lot more accurately now.
  • Shooting logic should be much the same for most units, but the Shawnee now will no longer be able to fire its Rocket Pods unless facing the target (its 30mm however is much more able to rotate and shoot as needed)
  • Move proxy adjustments to help smooth out movement from Treasure Island North to South
  • Added a navblock to a part near the docks in TI North G6 to fix a spot where units could get 'stuck'
  • Updated Player Formation Move Handler to not 're-issue' a move command to itself again periodically if the target location hasn't changed since the last check (and we weren't interrupted/blocked from reaching it), to prevent situations where the Move Handler might 'repeatedly backtrack' due to two similarly-long pathways that it cannot decide between (such as a particular ambulance in TI North G3)
  • All units have had their focus logic compleltly rewritten to resolve instances where they look in the wrong direction consistnetly.
  • Helicopters should no longer fly sideways or other nonsense
  • Improved Garrison/Degarrison logic and Construction logic to try to stop units from failing to see enemies when exiting a vehicle or exiting construction mode: seems to work pretty well
  • Base infected health lowered to 150
  • Critical damage stat added to all weapons. Based on weapon different weapons have different critical chances. We will implement UI to add this in the future in alignment with our want to add attachments
  • Fixed turrets not properly saving auto-reload setup
  • Fixed the co-pilot and backseat medic meshes in the Capture Truck (they were A-posing due to using updated anims but outdated meshes)
  • Fixed Juggernaut and Leviathan having references to the old Ragdoll functions
  • Slight update to hovertip for Restrictor to try to make it more clear that it's for the Leviathan
  • Updated ammo-refill for multi-weapon characters to try to 'reload' the non-primary weapon if the unit is not in combat, or the weapon was empty at the time of ammo refill
  • More updates to Formation handling to try to minimize backtracking. Needs more fixes for vehicle setups, but hopefully should be better for all-soldier move orders
  • Made changes to Helicopter 'building avoidance' logic. They should be a bit more reliable in how they navigate and get into posistion to rappel
  • Result: Helicopters able to more ably navigate tighter building lineups, such as the western side of Treasure Island north, or the cities of Presidio (test giving a fastrope order on the streetcorner near a tall building, for example!)
  • Helicopters will now turn towards current combat target if armed (not perfect yet, but fairly good)
  • Updated some reloading logic to allow the Shawnee to reload its rockets during combat when it would fail sometimes
  • Updated 'Fire into Air' to not be added to your abilities on the Command Menu if you do have soldiers selected (to stop Cerberus Mortar from being unable to mobilize)
  • Also improved 'mortar deselection' on mobilizing a Mortar Cerberus to properly remove the Mortar from the SelectedActors array, too, so the radio option will properly appear when mobilizing a Mortar Cerberus that's selected by itself
  • Updated several issues with Cerberus mortar animation setup to make it properly fold, unfold, and aim
  • Sockets adjusted for Grenade Launcher and Javelin so their VFX works with the new standards we have implemented.
  • Added a new collision channel to allow weapons to properly shoot through see-through block all including projectiles from spitters. Fences/Wooden fences things that make sense they could shoot through.
  • Weapon spread values revised for all weapons based on user feedback on making them not stormtroopers
  • Speculative fix towards Juggernaut Wallbuster AI crash (again)
  • Fixed skeleton mapping issues with the civilians male and female
  • Fixed missing fastrope animations on some classes (like civilians and medics) assigned
Please note the following going forward (Restart your game/steam to get the update if needed
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Known Bugs
(Click Show details for a full breakdown of the changes)
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[h3]New Versioning Number system[/h3]
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We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on.
1.2.1
1 = Release version
2 = Title Update (Major Update)
1 = Minior Fix/bug fixes etc
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[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[h3]New Roadmap system [/h3]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
Trello and the old picture Roadmap system will be removed going into the future.
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08

[h3]Cepheus Protocol Anthology[/h3]
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
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https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
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