1. Cepheus Protocol
  2. News

Cepheus Protocol News

News - Experimental Status and the Plan going forward

We are aware of a bug where the ammo runners/ammo suppliers stop working we are looking into a fix for Monday/Tuesday

Hey CERC Recruits! So over the past few days I've been collecting data on the pros, cons of the CP trucks and how we are doing . Here is a rundown of some fixes i believe are needed after discussing it with the community but i want to mention it here to signal boost and make sure you folks are in the know!

This is what i feel is needed to get experimental closed up and merged into public beta

#1. Cut the amount of zones by half / increase CP income for what was lost
#2. Add a bonus/incentive to go deeper into a zone ( zone money increase based on the strategic importance of that location) For #2 we would zone important areas potentially in a zone like a hotspot where it could be scored based by importance No color normal income-> all the way to red maybe for giving more income or a special resource in the future
#3. Optimization
#4. Ammo Runners bugging out at times

After the merge to public beta

Enemy #1 is path finding then back to factions


Cepheus Protocol Novelization is now available on Steam Store!
https://store.steampowered.com/app/1387390/Cepheus_Protocol_Novelization

Patch Notes - 0.7.110 Experimental & Public Beta Changes Atlas is now live

[h2]UI Updates Pending for Polish stages[/h2]



[h2]Experimental Build[/h2]

A few weeks ago we talked about Early to Middle game improvements and how our team can learn from games like Prototype and how they handled the simulation of a viral outbreak. You guys wanted the virus to be a bit more alive, deadly and wanted improvements to Chelsey across the board.

As an early showcase of the new system we now have put up an Experimental build for all to play and give their input. In some cases you might have to restart steam to see it but everyone can now opt into a new branch to try out the new direction and give their feedback. Again it will have TONS of performance issues and we are aware of them and working towards a tech solution to fix them as we speak.

As a reminder only talk about the Experimental build in #experimental-build-feedback or it will be buried in the day to day chats.

https://www.youtube.com/watch?v=v2ST3DM5sI4

Recap of what im talking about :
Discord Post

We are aware of a bug where the ammo runners/ammo suppliers stop working we are looking into a fix for Monday/Tuesday

[h2]Patch notes to public beta & Experimental [/h2]
  • Fix for Character's weapon fire montages not properly respecting their Rate Scale
  • Hooked up the new Roadmap images to the tutorial screen slide widget (that opens when starting a new pandemic game)
  • Fixed the Electrified Gate upgrade being available for Electrified Gates (allowing you to erroneously upgrade something into the exact same upgrade, wasting money)
  • Unit Card double-clicking and related also updated to work with opening the shop properly (selecting the group the deployed truck is in will not do open its shop, but directly clicking or double-clicking on the Truck's card will)
  • Fixed the Capture Truck not properly 'overlapping' the zone it spawns in without leaving/re-entering it
  • Made Capture Trucks purchaseable from the CERC tent (if the Game Instance option for capture trucks mode is enabled)
  • Improved the Capture Truck shop's "Destroy" button to instead be a functioning 'Undeploy' button (with separate image, hovertip, and 'are you sure' text)
  • Added logic to enable an 'Emergency Call In' for the Capture Truck (if you have none left)
  • Fixed a hovertip issue on the capture truck
  • Floating fences fixed
  • increased zone income by 1.5X, increased assault price to 2k, decreased heavy to 3k , increased sniper to 5k, increased ammodrop price, increased airstrike price
  • Presidio buildings adjustments across the board
  • Lowered Tier 1 wall price by 80%
  • Made the 'Objectives' indicator (on the bottom right of the HUD) auto-close after 30 seconds if you do not interact with it
  • Smoothed out some navigation settings on player walls
  • Towers no longer are 'null nav' but 'player wall' nav (which infected ignore, so they won't psychically go around a fully walled path)
  • Added 'capture progress' saving to the Capture Truck (if it's in the process of capturing a zone when saved, it'll remember how long until it finishes)
  • Improved the loading for the capture progress bar for the Capture Truck to be more visually accurate (instead of starting at 'zero' but filling faster if it already had progress)
  • Added a 'SetTargetThreat' value in 'WeaponConfig', so each weapon can have a threat override for right-click-to-target logic
  • Boosted this value for Grenade Launcher and Javelin to 10,000 (from 750 default)
  • Updated the 'pack up units' logic of the initial 'Select Starting Location' logic to not 'duplicate' unit images when putting them in the Helicopter garrison
  • Made the Capture Truck call in 'parachute in' instead of being dropped by a Sparrow
  • Removed population cost for capture trucks
  • Lighthouse area, adjacent to actual building previously unbuildable now fixed (location volume
    raised)
  • texture swap/resize (Financial spelling error on billboard)
  • Updated unit-purchasing logic to allow for purchasing a zero-population unit even if your unit population is currently maxed out (for capture trucks)
  • Combat movement will now also avoid moving into an area where there is an active Restrictor
  • Safeties added to prevent 'false emerges' which cause the Leviathan to emerge 'partway' and get permanently stuck
  • Safeties added to prevent the Leviathan from getting stuck in 'burrow mode' and never emerging again
  • Updated the 'generic mouse following widget' to work as a hovertip for this
  • Crash fix for ordering civilians around in horde mode
  • Added custom hovertips to each vehicle that has DeployMode available
  • Fixed the Capture Truck being able to purchase a BMG at the Motor Pool (may not be retroactive with previous saves)
  • Fixed the 'rally point' for several buildings being incorrect
  • Fixed Atlas ammo runners taking up unit population
  • Improved 'ammo restore' logic for Ammo Runners to 'stop short' rather than move into the target
  • With an extra 'safety check' for if Capture Trucks are enabled, a zone owned by Chelsey will 'revert to neutral' instead of remaining infected-but-yellow
  • CP Truck can now place down an ammo station & Medical station




[h2]Patch notes to Experimental[/h2]
  • Fixed an issue with fully-corrupted zones not properly marking themselves as such for Capture Trucks
  • Made Capture Trucks in a fully-corrupted zone 'undeploy' should the zone get ousted by the infection
  • Made Capture Trucks not be able to deploy in a fully-corrupted zone
  • Added safeties to pod/tower clearing in zones to ensure that a Tower won't be erroneously left behind and considered 'alive' after its destruction
  • Fixed an issue where clearing all pods from a zone could result in losing zone control
  • Made Aggressive Roaming infected target 'random' units in their zone rather than merely the closest (so large groups of infected don't 'stick together' and beeline the same unit) Made Aggressive Roaming infected not get despawned by the clearing logic
  • Made Aggressive Roaming infected not get despawned by the clearing logic
  • Made the 'Civvie Spawn Goal' (how many civilians appear in a zone when the other units are nearby) customizable per zone, and increased the numbers for Civvie spawns in some of the larger Infection Zones (like in Presidio+Angel Island)
  • Tweaked the Civilian Population numbers for some of the zones (tweaked it up for some of the Angel Island zones that had really low numbers, and tweaked it down for some of the Presidio zones that had really high numbers)
  • Added a slight delay to the Chelsey System's 'startup set location' logic, so if the Factions are active the Chelsey System can evaluate which territories are owned before it moves
  • Made the Chelsey System not try to relocate into Faction-owned territory (Previously it didn't care, but faction combat in a sparse zone can 'stifle' Chelsey's start pretty significantly, so added this change)
  • Fixed Chelsey (in the new Chelsey System) not properly initializing her stuck-fix logic
  • Expanded the 'critical' stuck fix to require 8 'stuck calls' in a row
  • Restored the 'minor stuck warp forward' logic, but made it less likely to occur
  • Improved her critical stuck fix to coincide with the Chelsey System's positioning (instead of a 'universal start' at the hospital)
  • Improved Infection Zone 'corruption' It now 'progresses' smoothly between its current infection level and the new 'ceiling' introduced by new infection pods (i.e. instead of jumping to 25 or so from a single pod, it'll rise to 25 over time). This also works in reverse for when pods are destroyed.
  • If a zone hits 100% infection level, it'll start a five minute timer to oust the current Zone Owner. This timer is displayed on the Zone's widget.



Cepheus Protocol Novelization is now available on Steam Store!
https://store.steampowered.com/app/1387390/Cepheus_Protocol_Novelization

Patch Notes - 0.7.106 Experimental additions Zone Corruption & Exodus system

[h2]UI Updates Pending for Polish stages[/h2]



[h2]Experimental Build[/h2]

A few weeks ago we talked about Early to Middle game improvements and how our team can learn from games like Prototype and how they handled the simulation of a viral outbreak. You guys wanted the virus to be a bit more alive, deadly and wanted improvements to Chelsey across the board.

As an early showcase of the new system we now have put up an Experimental build for all to play and give their input. In some cases you might have to restart steam to see it but everyone can now opt into a new branch to try out the new direction and give their feedback. Again it will have TONS of performance issues and we are aware of them and working towards a tech solution to fix them as we speak.

As a reminder only talk about the Experimental build in #experimental-build-feedback or it will be buried in the day to day chats.

https://www.youtube.com/watch?v=v2ST3DM5sI4

Recap of what im talking about :
Discord Post

[h2]Patch notes to all builds [/h2]
  • Fixed a UI issue on the Unit Cards when switching between a 'one-clip' weapon and a weapon with reserve ammo (the dividing slash between current mag and reserve would not reappear if switching away from a one-clip, such as for Cerberus BMG to the cannon)
  • Made a placeholder Radio Operator 'purchase' button (kitbashed the lettering from the other buttons)
  • Updated the Assault's purchase hovertip description to mention that they have flares now
  • Adjusted the Scout Drone's collision a bit
  • Fixed some spawn node positioning in the master
  • Added logic to 'scale down' the amount of DNA earned from destroying an Infected Pod that is 'under construction' (not 'under full health,' but rather in the Chelsey System if it hasn't absorbed enough infected to reach full size)
  • Added a bit of logic to prevent Infection Gas Towers that have just started construction from being 'missed' by soldiers aiming too high
  • Streamlined minimap icon setup for soldiers to be easier (vehicles still require more images)
  • Fixed some blueprint errors with setting up weaponry for vehicles that start with no weapon (like the Springbok)
  • Added a fix to the (small) chance the player's mouse clicks would get absorbed by a 'power component detector' beneath the level (if they moused over (0,0,-10000) on the map: should no longer occur)
  • Added a 'fallback safety' to (hopefully) prevent infected units in the Chelsey System from ever being able to capture a command post
  • Added more finalized presidio buildings to the level
  • Peak Point Fixed
  • Hooked up the basic 'footstep' type to each regular special infected and the Juggernaut, to allow them to make footstep noises for player units to hear
  • Adjusted the Juggernaut's footstep radius to be much bigger and louder
  • Made the Juggernaut's 'screenshake roar' also generate a combat noise
  • Hooked up basic 'combat noise' generation to the Leviathan's roar, swipe, and emerge
  • Units firing a flare (or the flare itself, when it spawns) will be checked against anyone trying to fire a flare If too close (within 10,000 UU), the shot will be prevented
  • Random Infection system crash fix
  • Also fixed a related bug which caused its ability to read mouse inputs to 'slide' if opened in this same manner
  • Also fixed a related bug which caused a map's specific minimap panning to get 'reset' if directly toggling minimap size
  • Zombie stuck bug fix, added nav blockers to area in question (Grid06 Treasure Island, under stilted towers)
  • P90 - has received an improvement in hand positions in its animations and fire
  • UMP - has received an improvement in hand positions in its animations and fire
  • MGL - has received an improvement in hand positions in its animations and fire
  • Flamethrower - has received an improvement in hand positions in its animations and fire
  • MK14 - has received an improvement in hand positions in its animations and fire



[h2]Patch notes to Experimental[/h2]
  • Added logic to enable Leviathans to spawn in response to player aggression towards spawn nodes in the Chelsey System
  • Fixed up some of their 'horde-reliant' logic to be compatible with the Chelsey System's lack of dedicated 'horde attacks'
  • Fixed up several 'command post capturing issues'
    Improved the Leviathan's initial spawn to not be so lackadaisical about the units it was spawned to defend against
  • Added 'zone corruption' in the Chelsey System- as a zone gains more infected constructs (pods and towers), the zone value will decrease. Clearing out these constructs can currently restore this value.
    The zone's widget will turn red and accurately display the changing value, as will the HUD's 'income display' for any zones you own. If you take a post but don't clear out the infection, don't expect much income.
  • EXODUS update to the Chelsey System: Civilians in a zone that is experiencing more than 20% corruption from infected structures will start to siphon out to neighboring zones with less corruption (the more corrupted their zone, the faster they population will shift)
    Updated the Infection Zone Widget to display the 'infection level' and its malus upon the zone's value
  • You can now choose where on the Island you start
  • Started on the Chelsey System's saving and loading - Zone radius, target spawn node, and location are now properly saving and loading
  • Increased chances of units that convert to infected of being 'aggressive roamers' by 20% (from 20% to 40%)
  • Increased Chelsey System's starting infected amount to be a range from 40-55 (from 4-6)
  • Fixed Chelsey potentially 'spawning in the ground' for some spawn positions in the Open World Master
  • Fixed a loading-crash in the Infection System with infection towers
  • Improved saving/loading of spawn pods to respect their unique class (more modular - BUT THIS WILL LIKELY MESS WITH SAVES MADE BEFORE THIS)
  • Improved the Chelsey System's "Hive" to properly save/load, and for the System to 'remember' its Hive reference
  • Improved the pod's saving and loading to also account for its 'creep decal' and display it at the same size (as well as unhide it if the player can already see it)
  • Added improved saving/loading to units who are 'converted to infected', so they retain their uniqueness despite technically being an infected now
  • Fixed converted player units 'showing through walls' while a zombie (makes them a bit easy to track)
  • Fixed several issues with file-saving for civilians
  • Added Infected and Civilian saving to the Chelsey System with Carrier tracking





Cepheus Protocol Novelization is now available on Steam Store!
https://store.steampowered.com/app/1387390/Cepheus_Protocol_Novelization

Year 2 Roadmap Announcement

It's been officially 1 year since we first launched in Early Access and its been a blast ! We thank our community and what they have allowed us to build with them collaboratively and have the greatest hopes for a very long future building and supporting Cepheus Protocol.

Going forward we are aware of the following and know it isnt in the year 2 roadmap but it is on our radar for fixing reguardless in the next month or so during polish before we officially start Tier 1 of the roadmap.

  1. Path Finding - we will be hitting up on this on the public beta after experimental wraps
  2. Formation System - will be saved for a polish stage after Factions fully ships from Year 1's carry over
  3. UI - will be implemented before we start Tier 1
  4. Character Modeling Revamps & Weapons


[h3] UI WIP as of 5.15.21[/h3]


[h3]Regarding Coop/Modding originally being in year 1's roadmap[/h3]

While we understand that coop is a big goal we want to refine the core as much as possible before we ship any kind of online feature to make it as streamlined as possible and reduce bugs/etc. As year 3 will have an entirely different focus from everything else we've done to date. Modding is still on the docket and planned for expansion behind the scenes as we wrap up year 2.

Roadmap Tiers Year 2

Click them to enlarge them!

Patch Notes - 0.7.105 UI changes are coming & Radio Operators are now live

Early Mid Game changes are coming!!

See this post for more details and feel free to test out experiential if u want a taste

https://steamcommunity.com/games/979640/announcements/detail/5076095625069369411

[h2] UI changes + Mass Upgrading/Weapon Market is being designed [/h2]

Keep in mind the UI is still W.I.P and being revised daily as we work towards a final UI



[h2]Patch Notes - 0.7.105 UI changes are coming & Radio Operators are now live[/h2]

[h2]Patch notes to all builds[/h2]
  • Fixed up some pricing issues (such as for the Mortar)
  • Basic Scout unit added for CERC buildable from the CERC Trailer(Placeholder is a resized Little Bird while we gather feedback. It is Fast, wide vision, low health)
  • Chelsey VO fixes so she only talks when your camera is nearby(again)
  • Added a basic Radio Operator unit (Currently uses Medic visuals but has a custom unit icon: not a custom purchase icon yet, though) Calling in airstrikes now requires them
  • Airstrikes are no longer tied to where Winters is but instead where you currently have a radio operator




[h2]Patch notes to Experimental [/h2]
  • Chelseys starting locations tweaked to improve some spawning issues
  • Chelseys expansion radius now starts slower and she gains helper infected initially to get the party going so she doesnt have to gain to large of a radius initially to start the infection
  • Chelsey now has a central Hive that pops up at her starting location where she starts the infection. It is visibly larger then the others and will gain a unique model in the near future. If this Hive is destroyed, Chelsey will switch her territory, and seek a zone that currently has no player ownership. (if the player already owns all other zones, this relocation won't happen)
  • Fixed up and debugged some startup issues that prevented the relocation logic from working at the startup of the open world map



Cepheus Protocol Novelization is now available on Steam Store if u want to learn more about the lore...
https://store.steampowered.com/app/1387390/Cepheus_Protocol_Novelization