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The Pathfinder Update Fix #5 - 0.7.123

Letter from the Producer #1

https://steamcommunity.com/games/979640/announcements/detail/2970672485634875929



This build will require a new save file for any saves 0.7.119 and older we added the old build as a "beta" tab for those wanting to finish their current games. Anything .120 or newer will work as is unless otherwise reported here!

[h2]The Pathfinder Update Fix #5 - 0.7.123 All builds[/h2]
  • Added logic to reduce the speed and number of infected that spawn when on Recruit difficulty
  • Fixed 'mouse following widgets' not properly showing (after widget tick update)
  • Fixed the Capture Truck 'acting as if it deployed' if you try to deploy it in a fully corrupt zone
  • Fixed hovertips not working for difficulty adjuster widget (in custom game mode screen)
  • Updated custom game option 'Defense Density Multiplier' to affect the max number of defense infected that respond to aggression towards infected territory (caps at 1.0x for now)
  • -Updated custom game option 'Defense Special Infected Amount Multiplier'
  • Updated custom game option 'Defense Respawn Rate Multiplier' to affect how quickly defense infected numbers are refilled
  • Added new custom game option 'Starting Infected Multiplier', to affect the number of infected that Chelsey's team starts with
  • Hid some custom game settings which are currently deprecated
  • Cleaned up some hovertips for the difficulty adjuster widget
  • Updated some of the custom game options for the 'Recruit' difficulty setting to be lower (to make the new Chelsey System setup easier)
  • Updated the Infection Zone Manager for both of the maps to start with '0' infected before spawning the initial amount (instead of 250), so default infected population isn't bolstered by an additional 250 in reserve
  • Fixed the hovertips not showing for the Faction 'set hostile' options in the ROE widget
  • Fixed a hovertip on the difficulty adjuster
  • Hooked up Juniardi's new weapon icons for the Honeybadger and M16
  • Fixed medic price from 2k to $750
  • M16: slower rate of fire, lower damage drop off.
  • Springhook: was $5000 is now $2000
  • increased cqb damage to 24
  • Fixed up some spawn pod positions on the Power Plant (some were 'sunken into the ground' a bit, making them difficult to target - another was too close to a hill, resulting in it spawning infected inside the ground)
  • Boosted gate 'detection box' to be taller, to try to avoid situations where it fails to open up for player vehicles when set to Automatic mode
  • Added a 'cooldown' to pod construction: if an Infection Pod is destroyed, there now is a cooldown before Infected can try to build a pod in that same location (Normal Difficulty: 2 min, Recruit: 5 min)
  • Modified by PodConstructionCooldownMultiplier in the Custom Game Settings
  • Also fixed podsthat are destroyed before being fully constructed not properly 'clearing' themselves from the list of pods which can be built by infected (i.e. infected could immediately start rebuilding a pod if you destroyed it before it was incomplete)
  • Fixed the Main Menu Widget up a bit (removed ability to focus buttons, and re-enabled Tick on the widget)
  • Updated respawn rate's comments UI in the difficulty adjuster to be clearer
  • Also updated its setting for Recruit mode to be a bit more lenient
  • Hooked up proper Burst Fire logic and set up the M16 with some basic Burst Fire values
  • fixed erroneously flipped normals on buildings.
  • added double-wide T1 gates.
  • M16 TWEAKS - rate of fire slowed down
  • Minigun: Slowed rate of fire
  • Added logic to stop turrets from being able to be infected
  • Doubled the wall max scale size to allow for larger gates
  • Updated gate door pieces to not have collision when the gate is open (via new bool 'bDisableCollisionWhenOpen') Result: Wall segments can now be twice as large, and as long as wall segments are at least their old size, they can still be upgraded to gates (from previous max size to the new 2x size)
  • Fixed up the ammo widget for vehicles
  • Fixed an issue with vehicle wheels visually 'spinning in place' despite the vehicle being stopped
  • Started color coordinating certain UI elements to the following color table:
  • Health: 17923AFF (green)
  • Fuel: FFC300FF (yellow - a bit unappealing, need a new color)
  • Infection: 7C070AFF (muave)
  • Medic Bar (heal juice): 0031FFFF (blue)
  • Ammo: FF6700FF (orange)
  • Supply Ammo: 8B3707FF (brown-orange)
  • Supply Gas (extra gas that's shared to other vehicles): 00E1FFFF (teal)
  • Started smoothing out formation following logic for vehicles: A group of vehicles given a move order, if there are no soldiers, will no longer have an arbitrary 'push back' from the actual mouse click position . Vehicles no longer are reticent to start moving towards their follow position when moving in formation
  • Cerberus and Atlas follow distances slightly increased
  • Updated the Unit Card with an 'Ammobox/Gasoline Tracker' bar for tracking the extra supply gas that Atlas variants carry for refueling nearby vehicles (so you can see that amount on their Unit Card, not just in-world)
  • Fixed Helicopters not being able to properly land on the Motor Pool (they 'land' but never counted as properly landed, until this fix)
  • Improved startup logic for Vehicle Interaction Widget to run several bits of 'first update' logic after a short delay, rather than just weapon check (to fix a healthbar incongruency issue on loading a save)
  • Minigun - Animations improved
  • Spec Ops New weapon added M14 EBR
  • Spec Ops New weapon added honey badger
  • Spec Ops greatly boosted to make him a more effective End Game unit.



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

Cepheus Protocol Anthology


We will be launching a new weekly series that will see several chapters added every Friday after release and will cover the chapters of the Novelization with 5 chapters added to expand upon the story and give more value to those itching for more lore/story information. It will delve into and show more about a secret new faction that will become the Anti-CERC in the Cepheus Protocol universe.

Don't forget to wishlist!
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology/

Next Straw poll is now live | Vote Closes Friday at Midnight

We need your feedback! Please vote ASAP the poll ends Friday at midnight! If your having path finding issues make them known now we will be choosing our next major system very soon to focus.


https://strawpoll.com/xjzwo7rv3

The Pathfinder Update Fix #4 - 0.7.122

Letter from the Producer #1

https://steamcommunity.com/games/979640/announcements/detail/2970672485634875929



[h2]We are working on a another patch that will come out in the next 24-48 hours to address Recruit difficulty being a bit too hard... Stay tuned![/h2]

[h2] Weapon List coming for October [/h2]
In this patch im proud to announce some new weapons coming to the game to expand your tactical options

Sniper rifles:
M24

Shotgun:
Mossberg 500

Assault Rifles:
M4
F2000
G36C
AK varient
Honey Badger

Pistols:
M9
Glock 17

SMG:
MP5

LMG:
M60a4
Stationary HMG M2 - that the heavy can break down and set up

This build will require a new save file for any saves 0.7.119 and older we added the old build as a "beta" tab for those wanting to finish their current games. Anything .120 or newer will work as is unless otherwise reported here!

[h2]The Pathfinder Update Fix #4 - 0.7.122 All builds[/h2]
  • DirectX10 Launch option removed (It was deprecated a long time ago) DirectX11 is now the standard one while we work to fix 12 and Vulkan
  • New Game Launcher added
  • Cerberus: Cannon upgrade is now 2k from $1250.
  • Additionally the mortar upgrade is now $2500 from 1k.
  • Sparrow: was $4500 is now $2500
  • Base Heli: was $6500 is now $2300
  • Jltv: was 10k is now $3500
  • Mule/Mutt: Was 2k is now $1300
  • Radio operator: was 3k is now $900
  • M16: reduced spread values from 10 to 4. Adds to it's effectiveness, so it's more accurate than the M4
  • M1014: was $2500 is now $300
  • Javelin: Was 12k is now 4k
  • Flamethrower: Was 4k is now 2k
  • M249: Fixed missing animations and damage curve.
  • Fixed turrets getting 'warped upwards' if they are built next to a rubble wall, then that rubble wall is rebuilt
  • Cerberus 105mm will now respect the Explosive Weapon ROE rules the player has defined
  • Updated the Chelsey System 'order loop' on a per-spawn node basis to have an 'overpopulation despawn' check, to combat too many infected from existing on the map at one time It more aggressively despawns infected when the Infected Soft Cap is surpassed by a bit more than 50 units


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

Cepheus Protocol Anthology


We will be launching a new weekly series that will see several chapters added every Friday after release and will cover the chapters of the Novelization with 5 chapters added to expand upon the story and give more value to those itching for more lore/story information. It will delve into and show more about a secret new faction that will become the Anti-CERC in the Cepheus Protocol universe.

Don't forget to wishlist!
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology/

The Pathfinder Update Fix #3 - 0.7.121

Letter from the Producer #1

https://steamcommunity.com/games/979640/announcements/detail/2970672485634875929



[h2] Weapon List coming for October [/h2]
In this patch im proud to announce some new weapons coming to the game to expand your tactical options

Sniper rifles:
M24

Shotgun:
Mossberg 500

Assault Rifles:
M4
F2000
G36C
AK varient
Honey Badger

Pistols:
M9
Glock 17

SMG:
MP5

LMG:
M60a4
Stationary HMG M2 - that the heavy can break down and set up


This build will require a new save file for any saves 0.7.119 and older we added the old build as a "beta" tab for those wanting to finish their current games. Anything .120 or newer will work as is unless otherwise reported here!

[h2]The Pathfinder Update Further fixes - 0.7.121 All builds[/h2]
  • When a pod completes construction, it will now move any units that may be overlapping it 'out of the way' (previously pods would only run this check when they initially spawn or load: now they will do this when they complete construction, too)
  • Updated Infected Interaction Actor logic to not 'clear' the movement target if the infected who is moving to it is not currently on a landmass (i.e. if they're on a bridge, for example, they'll no longer be able to 'switch construction orders' and then get confused about how to move there due to being on a bridge)
  • Implemented a speculative fix to structures taking fire damage from an unknown source
  • Hooked up infected civilian 'carriers' to use the Move Proxy system (so they more intelligently should use bridges to move between zones, at least in their initial panic after becoming a carrier - not perfect, but it's better)
  • Assault Starter weapon changed to be the newly added M16
  • Price balances all across the board for all weapon upgrades including Striker Weapon upgrades
  • m16 tweaks - m4 mag change 30 to 60
  • m16 - rate of fire tweaks for balance
  • Assault: 2k is now $850
  • Engineer: was 2k is now $700
  • Medic: was 2k is now $750
  • Sniper: was 5k is now $950
  • Spec ops: was 4k is now $1200
  • Heavy: was $3500 is now $1050
  • Mini gunner: was 15k is now 5k
  • Scar: was 2k is now $550, Base damage adjusted from 46 - 40
  • M4: was $1500 is now $200 base damage was 20.5 is now 19.5
  • UMP: was $500 is now $300 base damage was 40 is now 35.
  • m107: was $4500 is now 1k
  • P90: was $500 is now $200 base damage was 28 is now 18.5
  • MP7: was $500 is now $200 base damage was 22 is now 18.5
  • Saiga 12: was $1500 is now $350
  • Minigun: was 6k is now 3k
  • M240: was 6k is now $850
  • M249: was $500 is now $700 base damage was 48 is now 43
  • Cerberus: was 10k is now 4k,
  • Cerberus BMG upgrade is now $850 from 10k,
  • Cerberus Cannon upgrade is now $1250 from 10k
  • Cerberus Mortar is now 1k from 8k.
  • Charon: is now 6k from 8k
  • Shawnee: was 15k is now $9500.
  • 33mm upgrade was 10k and is now $1500. Base damage was 100 is now 75.
  • Mutt/Jltv : BMG was 10k is now $850. base damage was 50 is now 55.


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

The Pathfinder Update Fix #2 - 0.7.120

Letter from the Producer #1

https://steamcommunity.com/games/979640/announcements/detail/2970672485634875929

This build will require a new save file we added the old build as a "beta" tab for those wanting to finish their current games. 0.7.119

[h2]The Pathfinder Update Further fixes - 0.7.120 All builds[/h2]
  • Tab following bug resolved
  • Also updated the spawning of the Decal3D and CameraFollowComponent to utilize the unit's scaled capsule half-height, for units that may be scaled differently
  • Adjusted Shop logic to make the Capture Truck's shop array have the 'medical/ammo tent' selections occur after the units
  • Updated the hovertip for the Medical/Ammo Tents
  • Also updated how the 'title' of hovertips for building construction from a shop are acquired by updating the Base_GameState's 'get building name' logic to return the DisplayName value from the BuildingStats, rather than checking against a hardcoded switch
  • Added Multiple fire animations to all guns for more variation
  • Fixed a flaw with infected 'pod construction logic', and used this improvement to also encourage infected who have pods to construct to be more motivated to finish their pod
  • New Minimap Images
  • Created basic 'FalloffSafetyVolumes' that only work on unrendered units for now (to stop infected who are unrendered and thus 'updating' more slowly from 'going too far' off of ledges)
  • Applied these to interior bodies of water on Treasure Island South - seems to work well.
  • Filtered out Leviathans from the new FalloffSafetyVolumes to make them more efficient moving
  • Updated FalloffSafetyVolumes to be children of the NavModifierVolume (so they can double-duty and block nav too)
  • Fixed the Treasure Island map's navmesh bounds not encompassing the new power plant
  • Added new Falloff Safety to the Power Plant on one of the cliff faces (moved to Zone 0 Nav to not conflict with Myles's update, he'll fix it back to where it should be)
  • Fixed a nav issue in the Treasure Island master
  • Marked the Horde-related custom game settings to be 'CURRENTLY DISABLED' in their hovertips
  • Added basic Chelsey Lieutenant logic with basic Mercer Radius class and Hive, that are less impressive than Chelsey's own
  • New icons added to represent Chelsey/LT's
  • Clearing of Vehicles added
  • Chelsey's LTs have logic to ensure they don't use Chelsey's voicelines
  • Added basic logic to allow dynamic scaling of melee radius+range by unit scale (so these bigger units can swing more easily and not get 'stuck' trying to get closer).
  • Also added logic to make Chelsey/LTs clear their boss healthbar on their death
    adjusted navigation mesh size
  • Updated Infected's melee cooldown to be removed when attacking civilians (to speed up their effectiveness in infecting the 'still' civilians when the player isn't watching)
  • Updated LOD 3 of most human characters to remove more bones (they didn't have a bone removal list) Improves performance
  • Boosted Chelsey and the LT's Minimap Icon Size (from 20 to 40)
  • Disabled Tick on all UI except the Tutorial Screen to improvement performance
  • some minor optimizations in to the Unit Card and Unit Group widgets
  • Made the medical truck's radius sphere hidden at all times (this is the actual gameplay sphere, which was cluttering the level appearance in editor)
  • Resolved a loading issue where loaded Spawn Pods would, on reaching max health, summon up to one additional spawn pod in their area (resulted in 'extra' pods appearing when loading, in areas where they shouldn't be)
  • New StationaryMeleeMontages array added. If a unit is stationary and tries to melee, while there are StationaryMeleeMontages available, the character will perform one of these.
  • While performing a StationaryMeleeMontage, the unit's movement will be frozen.
  • The old reload duration values are still there for things that don't have a direct animation (such as Cerberus 105mm)
  • Has 'reload interruption' logic loop: if reload gets interrupted by some other montage, character will check for when they finish playing any current montages in order to restart the reload montage
  • Updated the base AIController's 'face point after moving' logic to be ignored if the unit is in combat and the 'face direction' is not enforced
    (this is to fix an issue where units sometimes 'flip' 180 degrees during combat, then immediately turn back with a turn anim)
  • Fixed the 'duplicate Chelsey' in the Treasure Island only map (she was still pre-placed for the old pre-Lieutenant system)
  • Minor optimizations to driver/ancillary vehicle meshes
  • Boosted 'not visible tickrate' values for Infected+Civvies from .4-.49 to .5-.59 (doesn't seem to cause falling-off at that level, maybe could go higher)
  • Added 'visible to player but still not rendered' layer to movement component optimization, currently set to an interval of 5-6 ticks for infected+civvies (so if you're not looking at something but it's technically visible to the player, it'll still be a little less expensive)
  • Vehicle reduction 60%-70% across the maps for excessive clutter
  • increased street light render distance 15000 > 50000.
  • Updated the construction of Medical/Ammo tents: so they are built in place
  • Added new logic for AutoConstruct to.. automatically construct, and not allow the player to right-click on the auto-construct to assign new builders
  • Updated saving/loading of constructs and buildings to allow constructs to be registered as 'Dependent' on a building (so if you save while a tent is auto-constructing, it won't 'forget' that its source is the Capture Truck, and thus remain up in the world if the Capture Truck is removed)
  • Added logic to hide the call ins when starting a new game on the Zone 0 or Open World Master
  • The game will now pause when Select Location pops up (after some initialization logic in it has run, in order to ensure you can see infection areas)
  • Updated fire-damage dealing to respect the firestarter and give them credit (EXP, etc.) for the kill if something dies from said fire damage
  • Trimmed down an issue w/ FindFloor optimization that caused units to get 'stuck' on sidewalks
  • Added some debug widgets (with new bools to auto-show them in the Player Controller BP)
  • Added a speculative fix to the 'particle crash' on closing the game session (changed the pooling method for MuzzleFX to None from AutoRelease, and made weapons destroy their current muzzle FX when they run WhenDestroyed()). Seems to work.
  • Added a basic (needs more testing) 'civvie clearing' logic to the Chelsey System, for culling civvies from zones where they're not needed as much
  • Added a basic 'infected reinforcement' system to cause more infected to emerge from pods and join the Chelsey System's forces in roving the map, infected people, building pods, etc. when infected population gets too low
  • Added a logic for infected in a zone to check further away for pods to construct (to prevent situations where a zone with a mass of infected 'stagnates' and doesn't spread due to all nearby pods being completed, and the local order loop not detecting anywhere else to construct something)
  • Hooked up 'build location zones' for each bridge, in the appropriate maps (i.e. intra-landmass zones only are in OpenWorldMaster, but TreasureIsland's Alcatraz/PowerPlant bridges are in Zone 0 Spawn Nodes)
  • Hooked up logic to remove the Infection Zone Widget for the Build Location Zones, since they don't have command posts
  • Added an ROE option for idle-reload. If active, units who exit combat mode will wait for the specified interval (5-20 seconds), then reload if they can
  • Removed the Audio Component from the default BaseLandscapeOverlapActorBP, replacing it with a 'PlaySoundAtLocation' call (to save memory: every tree had one of these compnents!)
  • Added logic to disable the Tilt Away logic that trees use when Juggernauts run into them
  • Added a fix for the Vision Indicator to show the Weapon Range rather than just the unit sight (so flamethrowers won't erroneously show a really long range)
  • Speculative fix for muzzle flash crash (no longer attaching the muzzle flash to the weapon, no longer calling a clear on it on weapon destroyed)
  • Added backup logic to reload if animation montage 'glitches out' due to corruption to force reload to complete anyway
  • Re-created SCAR reload montage due to corruption with that montage
  • Added quick bool 'bCanAttackAerialTargets' (likely want to make this more in-depth later) to stop infected that have no aerial attacks from running after helicopters/drones
    brought maps up to old roads for new process
  • Replaced gameplay-relevant functionality to run off of GameTime (and a simulated 'GameTimeDay') in the GameState rather than the ingame 'visual day' This way, people playing with custom timescales (via custom game option) will no longer have gameplay ramifications of days passing too slowly/too quickly to make things easier/harder
  • Added a move safety -Increased time between vehicular spawns if you order in bulk (from 5 seconds to 10) to reduce 'spawn traffic jam' issues
  • Made helicopters interact with RVO avoidance, so if they're landed, other vehicles will know said helicopters are an obstacle
  • Added a vehicular movement safety to 'time out' the slower acceleration if it's been a long time since last move order (so vehicles won't get 'stuck' at low acceleration if something goes wrong)
  • Fixed the 'Vehicle Blocking Nav' being prioritized under 'Road Nav', resulting in weird conflicts that confused movement logic
  • Fixed up some of the new landscaping vehicles' navigation(s), and change some nav types to better suit the vehicle type (i.e. Juggernauts cannot just 'walk over' a tall truck, but they should walk over a smaller car)
  • Also fixed up police cars not being properly converted to the landscaping system
  • Fixed an issue with camera following 'breaking' after following something again
  • Fixed an issue with proxy movement interfering with formation following movement (if a unit was given a move that required proxy movement, then given a separate move order after that makes them follow a formation leader, they were apt to ignore that formation leader)
  • Fixed Brisdover Bridge (Between Treasure Island South and Presidio) being erroneously stored in Presidio and Treasure Island Landscape instead of in the Open World Master
    Adjustment to beach nav blockers near Chelsey's Villa
  • Fixed truck navigation to work for an overturned truck on the Alcatraz bridge
  • Added speculative fix to particle crash: muzzle flashes will now be deleted prior to loading/opening a new map
  • Safety Added for properly destroying particles when the game is exited



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