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Cepheus Protocol News

Patch Notes - 0.7.99 Experimental Spreading Changes & Airstrike Improvements

[h2]Patch notes to all builds Public/Beta/Experimental [/h2]
  • Improved height for carpet bomb box so it can hit above/below the mesh indicator, not just at the same zheight (so if you bomb slightly 'above' something, i.e. on a roof or some such, the bombs can still hit the street below)
  • Speculative crash fix to Command Post Capture Points potentially asking to send a notification from a missing player controller pointer


[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]
  • Pods will now be grown when several infected run to a zone and submit their biomass to build a pod
  • Pod can be set down with replacement mesh (currently using existing one), and customizable health+size incrementation based on construction progress
  • Attack points logic revamped while in 'construction mode' to aim near the root of the building even when looking at a visibility proxy
  • Added support logic onto the Infection Pod Locations for constructing a pod there (even when there's yet to be a pod)
  • Fixed some 'decal' issues with infection pods not properly 'painting' the ground beneath them
  • ChesleySystem spawn pods will show their 'ground decal' at all times, not requiring the player to see them first. You can 'watch the corruption spread' now without even having thermal vision on, when the Chelsey System is online


Result: On the experimental build, pods now require infected to build them. You should be able to genuinely stop the infected expansion if you keep them from running around..


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

Patch Notes - 0.7.98 Flamethrower fix & Experimental build Enhancements

[h2]Patch notes to both builds Public/Beta[/h2]
  • Improved Attack Move logic to support weapons that have lesser range than unit vision range (just Scientists w/ flamethrowers for now)
  • Improved Flamethrower 'nozzle orientation' to better face the direction the Scientist faces when firing it
  • Updated some C++ logic to ensure the visual effects also line up with this


[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]
  • Chelsey AI improved for defending her zones (will now jump up to helicopters and board them if you get close enough)
  • Adjusted the 'sleep mode' animations to play on a percentage-based chance 80% in place and 20% on the floor


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

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