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Cepheus Protocol News

Patch Notes - 0.7.97 Economy Rebalance & Faction Wall Targeting Fix

[h2]Patch notes to both builds Public/Beta[/h2]
  • Zone income has been reduced by up to 75% for some zones
  • Standard Infected bounty has been reduced from 25 to 5
  • Weapon prices have been lowered to account for new income values
  • Vehicle prices have been lowered to account for new income values
  • Minigunner limit has been removed
  • Adjusted location volume for the turbine plant to remedy artifacts that were not allowing players to build along a particular stretch of terrain.
  • Fixed structures not properly getting a reference to their Faction Manager
  • Fixed structure targeting logic on the new Faction-based 'team system'
  • Fixed player building's "damage characters" not properly registering with the Faction system
  • Added logic to allow enemy units to properly convert 'vision traces' into buildings into references for its damage character
  • Safeties to stop faction units from trying to target player-walls
  • Fixed initial mesh-setup and animation blueprint-setting logic for the Cerberus: its wheels should roll properly now
  • Adjusted footstep noise from CERC units Heavies and Minigunners have louder footstep and radii
  • Adjusted footstep noise from CERC units Spec Ops have greatly reduced footstep volume and radii
  • Adjusted vehicle Physics assets to fix culling issues around screen edge.
  • Chinook material set to two-sided to hide gaps in the mesh.


[h2]Experimental Build[/h2]

Last week 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.

Recap of what im talking about :
Discord Post

[h2]Patch notes to Experimental[/h2]
  • Various Fixes to sleeping states
  • various mesh related optimization tweaks


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

Patch Notes - 0.7.96 Experimental Build Changes & Further bug fixing

[h2]Patch notes to both builds Public/Beta[/h2]
  • Added speculative crash fix for https://discord.com/channels/469412014427602944/830134157010796634/834121704241627228
  • Added some logs related to Chelsey System startup
  • Fixed typo on one of the tutorial screens
  • Dragon Gunship Fixed a minor BP error with trying to remove components that may already be removed
  • Dragon Gunship Fixed the call-in's in-game hovertip
  • Updated targeting logic to be more in-line with the new Faction-based team-detection system (so it won't target player buildings)
  • Made the Tutorial Widget at the top right not appear when you load a save game
  • Also made it auto-hide itself after 30 seconds if the player does not interact with it during a fresh game
  • Made the 'UI Scaling' window at the top left default to collapsed
  • Made the Team Panels, Lower Screen, and Top Right screen sliders start at 'medium scale' (though this likely won't affect anyone who's already played the game, but it should affect new players)
  • Tool tips on the left side of the window (above the minimap) will now auto-collapse after 30 seconds if not interacted with


[h2]Experimental Build[/h2]

Last week 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.

Recap of what im talking about :
Discord Post

[h2]Patch notes to Experimental[/h2]
  • Removed the 'dialogue widget' logic from the Civilians (never actually used it, and it was taking up performance)
  • Infected that have been out of combat and are deeper inside the Infection zones can enter a "sleep" state where they go to sleep
  • Fixed a bug with infection zone initialization from the 'Chelsey system' fix earlier tonight
  • Fixed a 'friendly fire' issue with Infected units harming their own pods with collateral damage, causing 'false' hurt pod responses
  • Consolidated some Infected audio/hearing logic to Character_NPC so units who are converted to infected can use proper Infected behavior
  • Added a 'passive' civilian conversion rate to zones that have pods (each pod will 'tick' one civilian into an infected, instead of having a static rate just from infected owning the zone like in the 'command post ownership' system)
  • Added a 'settled' state for Chelsey spawn nodes: if enough conversions have occurred in the area (at least 75) and there's at least one spawn pod, the node will 'settle': its spawn rate for civilians will stop, and infected in the zone who are not in combat will enter sleep mode (this can be interrupted by harming a pod)
  • Units who enter combat mode will request to exit sleep mode
  • Reverted the 'reduced hearing rate' for sleep-mode units
  • Fixed up a turret function for setting the turret's 'OwningVehicle' properly


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

Early-Mid game Experimental build now live for Opt-in

Last week 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.

Recap of what im talking about :
Discord Post

Patch Notes - 0.7.95 Ammo Box auto Grab and other QOL Changes

Changes coming to Early-Mid Game

After a very long meeting discussing the early-mid game we have come to the following conclusions. Do read and tell us your thoughts in #factions-public-beta-suggestions . We will have this out in its first form this Friday on Public beta as a early test.
[h2]Early Game Changes: Time-lapse GIF to demonstrate![/h2]




  • Chelsey limited to a sphere that expands over time. Enter at your own risk. (not shown, invisible ingame right now)
  • Chelsey's infectivity way up
  • Chelsey's lethality up
  • No longer captures territory
  • Things she infects in one strike become more infectious than normal
  • Red Sphere means Chelsey infected someone at that location
  • Purple Sphere means a victim infected another victim
  • Chelsey's lethality up
  • No longer captures territory
  • Things she infects in one strike become more infectious than normal
  • Chelsey will no longer capture zones but instead spawn randomly somewhere on the Island(Intent on spreading the Pangu Virus at all costs, goes on a kill spree on civilians)
  • Infected will grow structures from their bodies when enough have been Infected
  • They will also mutate to special infected from the ones that are infected during combat from going into hibernation around pods they make
  • Civilians will now litter the entire map populating the world and providing a constant source for Chelsey to infect
  • Hordes/Horde timers will be gutted and made more into a dynamic system where zones on the fringes/zones that are under attack would grab infected within a zone and group them up to help defend or attack a nearby point constantly
  • Winters will no longer start on the top left Island and you'll get to choose your starting Location
  • Chelsey will be "Zoned" initially as the game progresses she'll gain the ability to explore more around her(You cannot scare her away anymore so encounters will be deadly if you walk into her Hive)
  • If you Destroy her Hive she will retreat across the map and attempt to start over
  • Humans when killed by infected will always become infected now
  • Zones will transition from Green(Safe),Yellow(Signs of Infection, Red(Extreme signs of Infection) as Chelsey spreads to a zone it is possible to own a zone shes spreading within (No more Ninja captures)


This will encourage players to explore the map and think about how they can effectively protect the civilians as Chelsey seeks to spread at all costs

Reference on the stages we are aiming for as we expand upon the Early-Mid game
https://www.youtube.com/watch?v=DqiTht9iq0k
https://www.youtube.com/watch?v=s1eDEhRR_W0

You can now opt-into the experimental build ! More info here
https://steamcommunity.com/games/979640/announcements/detail/3047224528975328660

[h2]Patch Notes - 0.7.95 Ammo Box auto Grab and other QOL Changes[/h2]



[h2]Patch notes to both builds Public/Beta[/h2]
  • Added cliffside hotel
  • Radio Music System revamped/bug fixes
  • Speculative crash fix for medic AI
  • Fixed the Hospital spawn node 'turning on' strangely if no infected zones remained (was remnant of pre-Chelsey system stuff from years ago)
  • Used that to improved Spawn Node logic to not continue spawning infected if there's no available 'infected slots' (i.e. existing infected in the world are equivalent to the number of total infected left)
  • New Main Menu added
  • Fixed Options not saving/displaying properly / other various options bug fixes
  • Fixed Sentinel North not properly providing money when captured on the smaller Treasure Island map (wasn't properly referenced in the Zone Manager for that map)
  • Fixed typo in its name (this may mess w/ saves!)
  • Slightly boosted Ammobox Nav range to 105x105 (from 100x100)
  • Added manual zoom in and out for trackball users
  • Improved Chelsey 'anti-death' safeties if the player doesn't have shredder rounds yet
  • Improved horde clearing loop
  • Added a speculative crash fix to it for https://discord.com/channels/469412014427602944/705202412562022400/833260530839846912
  • Minimap audio spam fixed' (to prevent POI spam on the minimap)
  • Added extra cooldown logic to TUGS detection for individual Juggernaut/Leviathan detections
  • Hover ability fixed on main menus
  • Fixed Landmines prematurely exploding
  • Fixed an erroneous spawn pod position in Ellens Point (PRSG8)
  • Culling distance adjustments across open world map
  • Hooked up the Automatic Ammoboxes ROE option (w/ save/loading, etc.)
  • Rewrote most Custom Game option hovertips
  • Adjusted the Custom Game hovertips to appear a bit further to the right of the mouse cursor, and a bit further up
  • Fixed the Treasure Island Tutorial not properly tracking the constructed Command Post Trucks
  • Fixed a BP error message caused by the new main menu potentially trying to shut down music that's not playing


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

AmA on Discord | May 1st 12 PM PST

AmA on Discord | May 1st 12 PM PST

Talk to the developers behind CP. There will be three developers from the following sections of development

Game Director - Robert Smith
Writer - Chris Buckner
Animator - Justin Patterson

Discord join url: