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Cepheus Protocol News

Patch - 1.2.7.8 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]
  • Effectively, the amount of faction units you can see at one time has increased greatly, and no longer gets 'muscled out' by regular civvies)
  • Added logic to make Faction units be able to 'spawn to virtual' directly, so units purchased by a Faction don't cause nearly as much a performance hitch, and instead just devirtualize when needed
  • Added a few more name variants to some Civvie faction archetypes (to reduce 'duplicate' name situations)
  • Quick change for non-riot behavior to not go to DEFEND (since defense squads are around), but IDLE
  • Adjusted build areas so players can build in more zones in Western Treasure Island
  • Lowered cost to of Civvie expansion: 20 for a new base (from 100) and 125 for stronghold (from 350), so they will build more stuff more quickly
  • Fixed a save/load issue with civilian's 'captured bases', causing warfare and the like to start breaking if civvies captured a base from another civvie faction in a different zone
  • Started adding 'civvie faction tracking' in a zone, for use to display which civvie factions are present, in the InfectionZone widget
  • Updated the InfectionZoneWidget to display civilian faction 'prefixes' (just first letter of both words, for now, of their faction's display name) of each Civilian Faction that has a base in the currently-displayed zone
  • Fixed an issue with civilian units not removing themselves from the default 'civilian faction' sometimes, causing the player to be unable to hit them with guns even if that civilian faction is hostile to the player
  • Added another safety to Leviathan tunnel spawning to not spawn them 200z or higher above of build location meshes: ideally, this means they no longer can spawn tunnel entrances on top of buildings
  • Fixed a mesh issue with the Leviathan Tunnel entrances (which was causing the weird black splotches)
  • Updated hlods/ build data
  • Damage resistance increased from small arms fire against low cal, medium, heavy & ap
    tier weapons added to civs
  • Added a world valid check to resolve a crash speculative https://discord.com/channels/469412014427602944/1101073558689562636/1101073558689562636
  • AP Rounds added as an upgrade for Civilian groups so they can better fight Juggernauts/Levi's in mid-late game

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 - 1.2.7.7 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]
  • Added an L-shaped prefab to the list of dynamic prefabs for civvies to use
  • Fixed civilian walls not running some BeginPlay logic they needed
  • Civvie walls now properly landscape-away trees/etc. when their base spawns
  • Added basic nav check, other structure check, and 'corner traces' to civ prefab placement to improve placement
  • And added a 'Tiny' prefab, so some zones that other prefabs won't fit in can still hopefully get them, but didn't hook it in (seemed too comical for the time being)
  • Lowered devirtualization range by 2000uu (from 20K to 18K). Not seeing many folks complain about units 'popping out of nowhere', so wanted to drop the range a bit to boost performance
  • increased the rate of 'distance checks' that the UnitMovers do to determine if they should virtualize or devirtualize (since this check seems very cheap). Performance tweaks
  • Added an early 'bounding box' check when spawning civvie prefabs, to reduce the number of situations where a civvie camp spawns too close to another
  • Implemented logic so civvies will use their resources (currently, 350 supplies) to purchase a stronghold position in their zone, if there is one and if they already have three regular bases claimed
  • Civilian groups will now roll aggression at their creation and have wars/infighting across groups. Some groups will naturally be more aggressive now
  • Civilian groups can assimilate other groups into theirs and expand their influence across zones
  • Adjusted Civvies to utilize their Aggression stat (range 0.0-1.0) when calculating whether or not they should fight the player (when rep's low, it acts as a 'multiplier' to the 'attack player' roll: i.e. (1.0 + Aggression)
  • Roll == ModifiedRoll)
  • resolved a save/load issue so that, when a dynamic civvie faction loads warfare against another dynamic civvie faction, if the other faction doesn't have their central spawner loaded yet, it can hook into a delegate for when that CentralSpawner gets set
  • Quick update to some of the prefabs in Treasure Island to resolve some small discrepancies with the pre-calculated bounding boxes (likely wasn't needed, difference was past the decimal)
  • Quick bounds fixes to the Presidio strongholds 5-8 in line with the new things I added from my previous commit (Efrain if you see this, don't worry, I added new stuff so I had to re-do the calculations. You're fine. :P )
  • Updated the 'Offset Non-Spline Transforms' functionality for setting up Civilian prefabs to also adjust the actor's world location in the opposite direction, so you don't have to worry about 're-scooting' the actor back into position when setting up pre-placed prefabs (such as strongholds)
  • Added sfx for avenger and hooked it in avenger bp
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 - 1.2.7.6 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]