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Cepheus Protocol News

Patch - 1.2.7.6 Dynamic Civilian Groups (Experimental Only)

How to opt into Experimental

To opt into experimental install "Cepheus Protocol Experimental" in your steam library.
It is no longer a beta opt in but an entirely new game granted when you purchase the base game.
Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Civilian T posing fixed
  • Added 2 more achievements for EGS requirements/Steam
  • Speculative crash fixes for Animation related crashes
  • Speculative crash for CentralSpawner deregistration of a prefab (it changed factions on the prefab back to Nullptr, but BEFORE deregistering delegates, and faction change also causes deregistration - this caused it to 'deregister twice' and access invalid memory)
  • Fixed five reported buildings that were not interacting with civilian evac systems (they were missing infection zone ptrs)
  • Replaced Starter island Bridge.
  • You can now clear Civilian camp assets with the Landscape/Clearing tool once the central tent is destroyed
  • Hopefully fixed the fire crash.. Its more rare now but still occurs
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]
  • Nothing yet

[/expand]
General Development Updates

[expand]
https://youtu.be/GV3YOssGEfs
https://youtu.be/LOdVk1yiuak
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190
[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
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
[/expand]
Ways to Support Development

[expand]
Everything goes towards expanding the team and building a better game!
[h3]Consider Supporting us on Patreon[/h3]
[h3] Merch Store [/h3]

[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
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 - 1.2.7.5 Dynamic Civilian Groups (Experimental Only)

[h3]Cepheus Protocol Dev Update 15[/h3]
https://youtu.be/GV3YOssGEfs

[h3]Cepheus Protocol Dev Update 14[/h3]
https://youtu.be/LOdVk1yiuak


[h3]Latest Letter to the Producer [/h3]
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190

How to opt into Experimental

To opt into experimental install "Cepheus Protocol Experimental" in your steam library.
It is no longer a beta opt in but an entirely new game granted when you purchase the base game.


As we work to wrap up 1.2 in the coming weeks our goals will be working out bug and balance issues introduced with this patch. The next goal for 1.2 will be to add more "Ambient" civilians in the form of cars/people that litter/populate the cities regardless of their faction and then we will conclude with modernizing the "look" of the ROE tab. Then its the Police Faction and Anarchist time in 1.3 We we will spend 1-2 months (developing 1.3 on experimental) on completely redoing the Factions and deprecating the "Zone" capture circles they use in the experimental "Factions" opt in. The current capture truck method wil be standardized and their AI will know how to properly interact and seek them out

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Set the starting supply for the faction archetypes to 0
  • New Faction based resource added Supply which is created by a conversion rate of Cash to Supply for factions in the Diplomacy options.
  • Trade Widget added for transferring supply to Dynamic Civilian groups. These groups can now be "fed" to cause them to expand quicker.
  • At the moment they are limited to 2 Dynamic Civilian camps per zone but we will be expanding this to three and adding Strongholds this coming week.
  • Added a fix to scaling issues when civvies prefabs spawn walls that do not have a scale of 1.0
  • Reputation can be bought with factions by trading cash to convert into this universal resource supply
  • Quick fix to an instance of a building in PI_G01 which had an exit door that led inside of another building (causing civvies to 'bunch up' in an area where they couldn't escape)
  • Dynamic Civilian camps now have 1 defense team at all times
  • Dynamic Civilian camps now can recruit up to 3 squads and use them to gather supply passively in the world or task them to Attack/Defense missions.
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]


[/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]

[h3]Merch Store [/h3]
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here
[expand]

[/expand]

Patch - 1.2.7.4 Dynamic Civilian Groups (Experimental Only)

[h3]Cepheus Protocol Dev Update 15[/h3]
https://youtu.be/GV3YOssGEfs

[h3]Cepheus Protocol Dev Update 14[/h3]
https://youtu.be/LOdVk1yiuak

How to opt into Experimental

To opt into experimental install "Cepheus Protocol Experimental" in your steam library.
It is no longer a beta opt in but an entirely new game granted when you purchase the base game.


As we work to wrap up 1.2 in the coming weeks our goals will be working out bug and balance issues introduced with this patch. The next goal for 1.2 will be to add more "Ambient" civilians in the form of cars/people that litter/populate the cities regardless of their faction and then we will conclude with modernizing the "look" of the ROE tab. Then its the Police Faction and Anarchist time in 1.3 We we will spend 1-2 months (developing 1.3 on experimental) on completely redoing the Factions and deprecating the "Zone" capture circles they use in the experimental "Factions" opt in. The current capture truck method wil be standardized and their AI will know how to properly interact and seek them out

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • New Civilian camp wall assets
  • New Civilian camp assets in general
  • Fixed Police+Anarchist central spawners always being visible in Diplo tab
  • Fixed 'destroyed' section being listed before regular faction display in Diplo tab
  • Fixed timer for structure fire damage continuously running even if damage is not being applied (should finally bury the crash, I hope)
  • Updated the 'destroyed factions' display to no longer have the 'relationship' meter or 'declare war' button
  • Updated the 'destroyed factions' category in the Diplomacy widget to be toggleable via button, and to default to be hidden
  • Updated the 'Declare War' button hovertip to no longer say it cannot be reversed
  • Updated Civvie gates to automatically open if their main tent gets destroyed (to prevent player from self-trapping units that don't have explosives to destroy said gates)
  • Updated dynamic civvie factions to be able to go back to friendly with the player if reputation in their zone raises enough (even if you manually declared war on a faction then fled, they'll go back to normal if your rep in that zone raises high enough - if, of course, that faction is capable of peace)
  • Fixed up some RIOT behavior for agitated civilians
  • raised the rep limit for Rioting to be possible for regular civvie factions (300 to 400), to make it more likely that riots occur if your rep's dropping
  • slightly raised the threshold for hostility to be possible to 250 (from 200)
  • Reduced health for civilian faction gate
  • fixed up some weirdness with civilian walls, so hopefully infected and other units will behave better around them
  • TUGS Preview added so you can view the range of other TUGS and where you have built them
  • Repeater Preview added so you can view the range of other TUGS and where you have built them
  • Fixed a building at Frontier Pier being incorrectly assigned to Saber Harbor.
  • Fixed navigation allowing units to walk too deep into water in some cases.
  • Improved the logic for Auto resolving battles outside of the players influence for Civilian groups that fight each other or the Infected. WIll see more improvements over the next 24 hours
  • Set up a value 'bHatesCivilians' in Faction Container DAs, to mark certian factions as anti-civvie regardless of current relations
  • Infected base health lowered from 310 to 200
  • a16a4 damage increased
  • Fixed the Operator not having frag grenades anymore
  • Fixed not being able to use grenades even if your selection consists of only one class of unit (ex: only assaults)
  • Spas 12 damage increased
  • Aa12 damage increased
  • m60 rpm increased from 550 to 600
  • Neverwinter was buffed all around
  • Fixed several collision issues w/ Flamethrower damage checks (lined up collision box + FX better,
  • Improved collision check to MUCH more closely match the collision box, etc.)
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]


[/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]

[h3]Merch Store [/h3]
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here
[expand]

[/expand]

Letter from the Producer #7 (Update on our Roadmap)

Kept you waiting huh?


So its been a while huh? Im sure a lot of our eager fans are curious on what we've been doing over the last few months so I'll run you through some new details now...

Last 2 Development Videos
https://www.youtube.com/watch?v=GV3YOssGEfs
https://www.youtube.com/watch?v=LOdVk1yiuak

What we are doing right now to wrap up 1.2!


At the moment we are working to complete 1.2 in its entirety over the next few weeks.

  • Better Camp assets/designs in general
  • Implement Ambient Civilians that you can assume ownership over to fix the drought of units you can shelter in civilian holds. Our goal is to get to the level of PROTOTYPE 2/PROTOTYPE 1 level of immersion in the city.
  • Introduce Dynamic Civilian camps that can multiply and increase the amount that can generate per zone . We are going to limit this on a per zone basis.
  • Introduce Civilian Strongholds where if a Civilian group gets to a certain level of expansion they will erect larger prebuilt bases. There can only be 1 stronghold per zone. We expect 40% of Civilian groups to reach this point of technology and expect the other 60% to die before they get to this point.
  • Introduce simulated trading/diplomacy between civilian groups.
  • We will be adding a currency for civilian groups called "Supply" Which they will use as a currency for you to convert CERC cash to "buy" goodwill with a civilian group
  • This supply will determine how quickly they build more camps and strongholds only at the moment. It could also lead into how well armed/armored they are. But we are still on the fence about this.
  • Cleanup/Bug fix any remaining issues with civilian evacuations
  • Introduce Boat Evacuations in preparation for San Fran North's eventual addition. Basically you can build a boat house that will ferry units to your carrier. Only will be placeable where prebuilt docks in the level already exists.
  • You will be able to trade "Supply" to attempt to bring factions back to good faith like the Civilian groups. Likely we will add a cap that if you keep betraying them they will accept your supply but refuse to ally with you regardless.
  • Introduce Waystations for evacuations zones where civilians that are waiting for a helicopter can "wait" to reduce the clutter that can occur with them overlapping sometimes these will be entirely optional but allow you to setup "waiting zones" for security reasons.
  • Implement Green, Yellow and Red zone logic where infected and civilians can battle and "simulate" daily life. Kinda like this video linked below
  • Modernize the Top left UI elements so they are more appealing to look at like ROE

Green, Yellow, Red zone reference video
https://youtu.be/s1eDEhRR_W0?t=266

Factions and what's coming in 1.3

Our goal is to have started 1.3 by the beginning of May and disable and work on 1 faction at a time till they are all functional. I.E The Police Faction (Pierce) & and Anarchist(Natalie)

[h2]Changes to The Police Faction in 1.3[/h2]

  1. Pierce will start with Officers and Swat across the map and Operate from a few central Police Stations.
  2. As they fail to contain the infection he will eventually lose a huge portion of his officers and fall back to 1 central Police station to run his operations from.
  3. They will have 4 Unit types (Patrol Officer, Swat, Swat Sniper and Firemen/Medic.
  4. Firemen/Medics will operate ambulances early game to help heal help/everyone in the field
  5. Firemen/Medics will eventually transition around the mid game mark to discontinue usage of their ambulances and be militarized to work directly with the police faction in their attack units/defense teams. They will essentially become their combat medic.
  6. At mid game Pierce will start to vassalize civilian groups and start forming alliances with everyone but Raiders. His attitude towards you will mirror how your treating civilians and his men in the field.
  7. You will be able to trade "Supply" to attempt to bring factions back to good faith like the Civilian groups. Likely we will add a cap that if you keep betraying them they will accept your supply but refuse to ally with you regardless.
  8. They will ambush your vehicles kill your drivers and turn them into supply at their bases if your an enemy of them
  9. They will have 4 vehicle types. (Police Copter, Patrol Vehicle, APC and JLTV police variant)

[h2]Changes to The Anarchist Faction in 1.3[/h2]

  1. Anarchist will have a staggered start and only form sometime after day 2-3 of the virus.
  2. Anarchist will be "undercover" and you will not be able to easily determine who is a member of this faction unless you track back ambushes/catch them in the act attacking another party or you.
  3. They will ambush your vehicles kill your drivers and turn them into supply at their bases if your an enemy of them
  4. Anarchist will be the lowest population group and show their strength through ambushes and stealth
  5. They will have 3 vehicle types. (Hijacked News Chopper, Technical and Battle bus)


[h2]General Changes in 1.3[/h2]

  1. Winters will gain the ability to buff units around her in terms of increasing the amount of XP they recieve from actions
  2. Pierce will get a defensive boast to units around him
  3. Natalie will get a stealth boast to units around her


QOL General Changes in 1.4
  • Our Water Shader will be reworked entirely see video at bottom
  • Vehicles and their AI will be rewritten completely (We are waiting for this feature to leave beta)
  • Buoyancy will be introduced for objects on water
  • Aircraft carrier will be turned into a mobile unit you can produce units from, repair and refuel
  • Aircraft carrier will turn into a unit you can move and can be attacked/docked at various locations to help stage larger attacks
  • Bounty System will be redone entirely to make it mirror closer to Red Dead 2's approach. They will be a system where special infected with abilities are hidden across the map dynamically being selected that you can send in elite teams to kill them to gain money to recover from a huge lost recently.
  • World Events will be introduced like mini missions CERC or other people can give you so you can gain money/supply or favor. More details will be revealed in the future for this.
  • Chaos Destruction will be implemented to a reasonable amount to bring the game at least to the level of Company of Heroes.
  • Improvements to Night/Day system to make it use the newer Night Day system built into Unreal Engine now.
  • Infection System revamp. Gas towers will become deadly again and Gas masks will be a thing.
  • DNA research tree will be added


Updated Water engine shaders
https://youtu.be/7y-ITjcttW8?t=386
Updating Vehicle physics & AI
https://youtu.be/Dj60HHy-Kqk?t=70
Chaos Destruction
https://youtu.be/u3ktiewcLpo?t=102


1.5
  • Infected AI will be revamped to make them more intelligent and better at planning and flanking maneuvers .
  • Last minute QOL changes...
  • Modding
  • Coop


The Campaign will be tackled in 2024 for the entire year.

Patch - 1.2.7.3.1 Dynamic Civilian Groups Hotfix (Experimental Only)

[h3]Cepheus Protocol Dev Update 15[/h3]
https://youtu.be/GV3YOssGEfs

[h3]Cepheus Protocol Dev Update 14[/h3]
https://youtu.be/LOdVk1yiuak

How to opt into Experimental

To opt into experimental install "Cepheus Protocol Experimental" in your steam library.
It is no longer a beta opt in but an entirely new game granted when you purchase the base game.


As we work to wrap up 1.2 in the coming weeks our goals will be working out bug and balance issues introduced with this patch. The next goal for 1.2 will be to add more "Ambient" civilians in the form of cars/people that litter/populate the cities regardless of their faction and then we will conclude with modernizing the "look" of the ROE tab. Then its the Police Faction and Anarchist time in 1.3 We we will spend 1-2 months (developing 1.3 on experimental) on completely redoing the Factions and deprecating the "Zone" capture circles they use in the experimental "Factions" opt in. The current capture truck method wil be standardized and their AI will know how to properly interact and seek them out

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Fixed Police and Anarchist Faction showing up improperly in the diplomacy tab when they are disabled
  • Destroyed Factions section now properly appears at the bottom
  • ApplyFireDamage Crash should be fixed for real now
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]


[/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]

[h3]Merch Store [/h3]
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here
[expand]

[/expand]