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Cepheus Protocol News

Patch - 1.1.6

Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[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]
[h2]Some Summer Art to go with the Season! [/h2]
It would seem Winters cant even get a break when shes on vacation...

[h3]Guard Towers are coming soon![/h3]
We are modeling 2 guard towers initially. This Light single unit Scout tower and a mobile version that is a new Atlas configuration more details will be coming soon!


This Update includes the following updates as well
https://store.steampowered.com/news/app/979640/view/3352381454215226008
https://store.steampowered.com/news/app/979640/view/3352380820069188607
https://store.steampowered.com/news/app/979640/view/3352380820064636932
https://store.steampowered.com/news/app/979640/view/3191375389601024058
https://store.steampowered.com/news/app/979640/view/3191375239917854120
https://store.steampowered.com/news/app/979640/view/4764256862282910387
https://store.steampowered.com/news/app/979640/view/4764256862263990643

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]Patch Notes[/h3]
[expand]
  • Guard Towers & Turrets now have a new population system dedicated to them (Performance reasons since in some save games we were witnessed sometimes 50-80+ turrets which the engine cannot handle + makes the game literally mute to which no attack from Infected work anymore)
  • Fixed a bug in Horde map 1 was resolved that was causing Infected to not user the other spawns on the map when you cleared a new section
  • Fixed Horde map 1 odd collision that was causing units to float
  • Camera tweaks to stop the "slowing down bug" with being unable to zoom in at times even though you clearly should be able to
  • Reduced the Turret Ammo Widget's display range to 25,000 (from 30,000)
  • Added night lighting to Guard tower.
  • Range and damage values rebalanced for all Weapons
  • Infection Structures have more resistance towards explosions

[/expand]

Please note the following going forward (Restart your game/steam to get the update if needed

Cepheus Protocol Anthology

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/
Don't forget to wishlist!
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
[h3]Swag 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
[h3]New Posters up[/h3]

Patch - 1.1.5

Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
[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]
[h2]Some Summer Art to go with the Season! [/h2]
It would seem Winters cant even get a break when shes on vacation...

[h3]Guard Towers are coming soon![/h3]
We are modeling 2 guard towers initially. This Light single unit Scout tower and a mobile version that is a new Atlas configuration more details will be coming soon!


This Update includes the following updates as well
https://store.steampowered.com/news/app/979640/view/3352381454215226008
https://store.steampowered.com/news/app/979640/view/3352380820069188607
https://store.steampowered.com/news/app/979640/view/3352380820064636932
https://store.steampowered.com/news/app/979640/view/3191375389601024058
https://store.steampowered.com/news/app/979640/view/3191375239917854120
https://store.steampowered.com/news/app/979640/view/4764256862282910387
https://store.steampowered.com/news/app/979640/view/4764256862263990643

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]Patch Notes[/h3]
[expand]
  • Various memory improvements to music loading and unloading for Speakers/Music mods
  • Light Guard Tower added
  • Fix to stop Engineers from getting stuck inside each other when mass ordering repairs/construction
  • Improvements to CERC wall collision and nav
  • Horde Maps now have a timeout to kill stuck infected
  • Fixed a bug where units would, during construction, sometimes 'wander off' towards world zero
  • Fixed snappoints on constructs 'defaulting' to sandbags (rather than matching the mesh of the thing they're snappoints for)
  • Fixed the 'finished recruitment' text line in the C++ to no longer have an awkward 'dual comma' issue
  • Adjusted the command buttons for the new Decorations to properly disable if you do not have enough funds, and to display 'Insufficient Funds' (w/ price) if so
  • Anarchists & Police faction fixes so they properly hold weapons again
  • Fixed speed modifiers (other than weather) failing to apply to units
  • Horde Maps now allow restrictions like no helicopters or vehicles based on the "type" of map
  • Made buildings' healthbar widgets 'collapse themselves' when their components are hidden, too (instead of just hiding the component), on the hopes that this will cheapen slate cost
  • Speculative fix to an error with the Cerberus BP when loading them in Mortar configuration
  • Cleaned out some unused parts of the Minimap POI Widget
  • Updated Wires to no longer be visible unless you're in Wire Mode
  • Updated the 'wire radius' mesh on buildings to not show itself unless you've selected that building as your wire source
  • Updated the 'power radius visualization' for Power Components to not spawn until you use wire mode and click on the building in question (previously, every power component spawned and hid the mesh, which stacked up a lot of hidden meshes for no good reason)
  • These also despawn when you are done with wire mode on that building
  • Updated the Threat generation logic somewhat:
  • Drastically dropped threat gain for enemies who are beyond weapon range
  • Threat should now drop (rather than only raise) if the unit no longer can see the target in question and said target is at least a moderate distance away (this way we don't 'lose threat' towards things behind or beside us, if we're hit from behind or turning quickly)
  • Various CERC building optimizations
  • Civilian tweaks so they take up less performance
  • Fixed units being able to 'walk through' holding cells
  • Fixed civilians showing their join team widget even if infected or inside a holding cell
  • Updated the player start in the master to face the islands (instead of the sea)
  • Updated the player units in the master to auto-board the Sparrow when first starting up
  • Infection Spawning for Defense and Attack optimized for better performance

[/expand]

Please note the following going forward (Restart your game/steam to get the update if needed

Cepheus Protocol Anthology

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/
Don't forget to wishlist!
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
[h3]Swag 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
[h3]New Posters up[/h3]

Operator Convert to 3rd Person [Community Opinion]

Operator Convert to 3rd Person [Community Opinion]
As many have noticed the Operator has been untouched since December. We believe that it would be in our best interest for the longevity of the project to convert the Operator to a third person system based on the resources that are available to our team.

Long term wise we would mirror the 3rd person behind Division/WWZ and allow shoulder switching and all the normal requirements of the genre.

Here is a shortlist of the pros that we have earmarked by switching.

1. We have one animator and making the switch will allow us to give the operator access to all weapons based on the fact that the Operator should now be using our third person rig.
2. New Weapons would be easier to push to the Operator in general
3. It would simplify the process involved in allowing you to customize the Operator in regards to spending ability points which allow you to pick and choose what abilities they use. Which because we share the same 3P rig we can utilize the CERC unit abilities seamlessly.
4. More resources can be put into the RTS aspects of development since the entire process would be greatly simplified by making this switch.
5. We would also use this new "Operator" in a limited coop mode strictly between Operators in a Horde/Merceries type mode. This would be the first logical step towards full coop implementation
https://strawpoll.com/polls/mpnbajKVYy5

Halcyon winds Podcast #3

During major events we will be bringing in special guests to discuss their experiences they have had in Cepheus Protocol for future podcasts. If interested contact a Moderator

We will be live on Twitch and in our Discord AmA channel for those wanting to listen in on voice. You can partake in the live AmA either on Discord AmA channel/Twitch Chat.

https://www.twitch.tv/halcyonwinds
Discord

Segment 1: Dev roundtable 15 mins - a discussion between the developers on the current state of the game and current content released

Segment 2: General discussions/questions 20 mins - Host will be picking out most prominent questions and discussions made in the discord for the week

Segment 3: Live QNA 20 mins - opportunity for the community to ask questions directly to the developers

Segment 4: Closing discussion 5mins - discussion between the developers on the upcoming content for

Patch - 1.1.4 PB [Public Beta Only]

This is the Unreal Engine 5 Update "soft" release so we can address bugs/issues before this branch is folded into the default build. You will find bugs/issues but we recommend everyone to partake in this build if they can so we can collect feedback. Our goal is to close the PB and fold it into the normal build before the Steam Summer sale.

Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739

[h3]How do i opt in?[/h3]
[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]

[h2]Some Summer Art to go with the Season! [/h2]
It would seem Winters cant even get a break when shes on vacation...


Podcast/Ama this week
https://discord.gg/AhmvWvtH?event=985508297190805515

[h3]Patch Notes[/h3]
[expand]
  • Radio System vastly improved to only "Index" all the music mods on initialization of the engine. It will now only "load" the music when its needed. This will reduce memory requirements of music mods by 99%.
  • Radio System Main Menu memory leaked resolved
  • Radio System Attenuation improved to make the falloff more realistic
  • New Game option added to allow background sounds for when the game loses focus or you minimize on by default.
  • Splash Art updated for SMAW and both Riot Shield versions
  • Updated buildable signs to have color displays in the world of their current mode
  • HESCO Walls prices greatly reduced
  • Further Progress on SF North blockout in distance
  • Updated the 'Disengage' (bored mode) logic for Chelsey and her LTs. No longer 'fails' to enable combat again if they're not inside their assigned location when the timer ends and you're still attacking them. Now, they will stay in combat mode for longer if you continue bugging them shortly after they've already retreated ('angry' mode). Should reduce 'stuckwarping' through walls
  • Updated Chelsey and her LTs to properly be counted as 'infected' collision - they now no longer should be able to literally walk through player walls
  • Fixed an issue with the 'DoMeleeAnimation' call failing to calculate additional Melee Cooldown time for some circumstances
  • Infected no longer seem to 'get confused and stop attacking' if they target a structure or civilian, and melee cooldown times should be more accurate to their settings
  • Fixed Operator not being able to walk in RTS mode
  • Fixed Horde_02 nav issues reported on Discord

[/expand]
[h3]Guard Towers are coming soon![/h3]
We are modeling 2 guard towers initially. This Light single unit Scout tower and a mobile version that is a new Atlas configuration more details will be coming soon!


[h3]Some of the new buildable items in this patch[/h3]


[h3]Some of the new Weapons in this patch[/h3]
SMAW Engineer Weapon


[h3]New Maps in this patch[/h3]


More Operators adjustments will be forth coming as we work to polish it amongst the RTS aspects to get back on civilian management. We expect to wrap up polish and be back on civilian management very soon

Please note the following going forward (Restart your game/steam to get the update if needed

Cepheus Protocol Anthology

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/
Don't forget to wishlist!
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
[h3]Swag 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
[h3]New Posters up[/h3]