1. Cepheus Protocol
  2. News

Cepheus Protocol News

Patch Notes - 0.7.85 Further QOL and improvements to the Spine Throwers

Operation Hammer Down continues... and we need your Help!


It should be noted the next few patches will also focus on nerfing some of the units like the Apache as they are greatly overpowered. This will include further refinements with the health/damage tables being further adjusted for other units as well. Stay tuned!



Starting Friday night we have pushed out the started inklings of Operation Hammer Down. Our first major patch which targets adding more replayability and simulating a larger world to fight in. We want to hear what you folks have to say about how it plays so we can properly focus the aspects that need the most attention. After we feel they are in a good place overall we will shortly afterwards put up a factions public beta.

  • Finalized Open World Map
  • Doctrines
  • Juggernaut
  • Little Guy enemies
  • Leviathan
  • Revised Power Generation System


[h2]Patch Notes - 0.7.85 Further QOL and improvements to the Spine Throwers[/h2]



The pre-beta opt in will be removed in the next week. Please remeber to finish your old game sessions on them ASAP!

[h2]Patch notes from this patch[/h2]
  • Added a safety for turn animations to not freeze movement if the montage fails somehow
  • Added a safety for loaded soldiers to unfreeze movement on being loaded, in case they somehow load as 'frozen' (had a save file where this occurred, safety seems to have resolved it) I.E units would refuse to move after a save file was loaded
  • Tanker collision fixed on adjusted so they dont pop in and out based on distance
  • Fixed the Spine Turret's damage character root being too low such that certain Spine Turrets would become 'untargetable' (due to their target point in some instances being 'belowground')
  • Resolved an issue w/ right click-on-spine-turret commands not boosting selected unit's Threat Level towards the right-clicked target (i.e. they were basically ignoring that command)
  • Fixed the Spine Turrets not shooting at the player after fixing the player not being able to shoot some spine turrets
  • Boosted Vehicular nav agent size to prevent vehicles from trying to 'go up ramps' on some sections of the map (note that vehicles cannot get to certain places, so if there's a lot of road clutter or thin paths, don't be surprised if vehicles just can't find their way in - may need more tuning, though)
  • Made the hospital give $150 as capture income (was giving $0)
  • Fixed a missing bridge pointer from Angel Island to Treasure Island (was messing w/ horde logic)
  • Added a safety to try to prevent some Editor 'warning spam' related to Juggernaut rock throws
  • Improved Garrison vision logic:
  • Units in a Sparrow now have double firing range (except for flamethrower) and vision
  • Spread from sitting in a moving vehicle increased (over 200 units means 30% boost, over 800 means 60%)
  • If in an aerial vehicle, spread increased by 10% then multiplied by 110% (so units in a hovering Sparrow has 121% spread, but if Sparrow is moving it will either be 154% or 187%)


[h2]Patch notes from public beta period[/h2]
Here is a patch list compiled for your convenience so you can understand all that has been changed/adjusted in the public beta.
https://steamcommunity.com/games/979640/announcements/detail/3028077442854098574
https://steamcommunity.com/games/979640/announcements/detail/5196558685239608610
https://steamcommunity.com/games/979640/announcements/detail/4492868685540062205
https://steamcommunity.com/games/979640/announcements/detail/2892963558047527966
https://steamcommunity.com/games/979640/announcements/detail/2892962924328296977

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

Keep in mind this book takes place before, during and a bit after Pandemic mode and follows dozens of characters around the events of CP. It will hint to our year 2 content(So spoilers if you analyze it close enough). Its not for the faint of heart (Very violent deaths and all that). You can pick it up for $3.99 now!

It will also be available on the Steam Store as an DLC on October 1st if you prefer to get it there! Just keep in mind on our website we make 99% of the sale the rest goes to PayPal

Feel free to use the #💬lore-questions on our Discord to discuss the ramifications of what the book brings to the universe and how it will affect the game as we start to work in story elements presented in the novel

Patch Notes - 0.7.83 Bug Fixes & Optimization Adjustments

Operation Hammer Down continues... and we need your Help!


It should be noted the next few patches will also focus on nerfing some of the units like the Apache as they are greatly overpowered. This will include further refinements with the health/damage tables being further adjusted for other units as well. Stay tuned!



Starting Friday night we have pushed out the started inklings of Operation Hammer Down. Our first major patch which targets adding more replayability and simulating a larger world to fight in. We want to hear what you folks have to say about how it plays so we can properly focus the aspects that need the most attention. After we feel they are in a good place overall we will shortly afterwards put up a factions public beta.

  • Finalized Open World Map
  • Doctrines
  • Juggernaut
  • Little Guy enemies
  • Leviathan
  • Revised Power Generation System


[h2]Patch Notes - 0.7.83 Bug Fixes & Optimization Adjustments [/h2]



We are aware of a reloading bug where sometimes units are stuck to fix this simply reload the save file we expect to have a fix out in the next 24 hours or so!

Old saves can be safety resumed from the pre-beta-version available on the betas tab should you want to finish up an old game session before you fully convert to the new setup of Treasure Island

[h2]Patch notes from this patch[/h2]
  • Fixed a bug that would cause CERC to not fire on enemies
  • Fixed a bug that would cause night time to appear to bright
  • Various Collision adjustments across the grids to fix clipping
  • Details added to the Angel Island Shipping Docks
  • Further refinement to the Presido Zone
  • Reduced sensing interval for regular infected's horde+defense spawns, to improve performance
  • Reduced Merlin health to 600 (from 800)
  • Reduced Charon health to 500 (from 800)
  • Spitter projectiles now deal 60 bonus damage to aerial targets
  • Juggernaut thrown projectiles now deal 600 bonus damage to aerial targets
  • Reduced spine turret sensing interval further
  • Increased 'tick group' logic for unrendered movement and mesh components (to reduce cost)
  • Fixed up spine turret meshes always ticking even when unrendered
  • Cleaned up the minimap update loop to be less expensive
  • Made stunned/ragdolled infected less AI-heavy
  • Made units update their AI less often on taking damage (especially useful due to guns firing so quickly)
  • Further slowed sensing interval for defense/horde-spawned infected
  • -Reduced Shawnee health to 800 (from 850)
  • Juggernaut now 'leads the shot' when throwing a projectile, instead of aiming directly at the target's current position
  • With extra logic to make him aim a bit higher at aerial targets
  • -Updated Juggernaut rock behavior to be more consistent when striking a helicopter (less likely to 'go through' on fringe cases)
  • Reduced Shawnee 30mm damage (Direct Damage 100->50, AOE damage 50->40)
  • Increased Shawnee population count from 3 to 10
  • Doubled the time between a SpineTurret warning of its fire path, and it actually firing (from 0.9 seconds to 1.8 seconds)
  • Increased the fire rate of the spine turret to 2.5 seconds between shots (from 2.0)
  • Collison and UV adjustments to stadium area assets in grid 2
  • Updated call-in logic for Engineers and Minigunners to use 'green' for OK and 'red' for negative (instead of the inconsistent appearance from before)
    (NOTE: This likely will not update the colors for the Minigunner call in for existing saves that already have purchased it.)
  • added audio rain setup to WeatherManagerBP
  • Replaced the PawnSensingComponent with a new version with 'offscreen rendering' performance improvements
  • Initial tests indicate this may make this component about 60% more efficient, and it has room to improve
  • Added Rain with Lightning weathers.
  • Added PostProcess SceneColorTint curve to the NightDay Timeline.
  • Added Procedural landscape grass.
  • Missing coast guard Ships readded
  • audio lightning bolts and minor adjustments
  • Various landscape painting and material updates.
  • grid_03_02 restored coin op binocs and lamps gone, fence fixed in grid3
  • Fixed the Helicopter garrison widget being 'vertical' rather than properly horizontal and wrapping as it should
  • Fixed some corruption in the Adrian Winter class
  • Created 'unarmed turning animation' functionality, allowing unarmed units to use turn animations as well (for Michael to use for giving the infected turning animations)
  • Adjusted spawn pod 'exit door' logic to use less distance now that infected can get around each other better (to reduce situations where infected 'spawn into' locations where they get stuck)
  • nav blockers added to housing community so player can't land on slanted rooftops
  • Fixed the description for the 'incubation rate' setting in custom games (it was incorrectly saying lower values take longer)
  • Deleted all planters in grid 3 that block nav near catwalks
  • Made the 'infected widgets' over regular infected dynamically spawn in/out rather than simply show/hide (so if you're zoomed in, or if the infected is not visible to you, his widget is costless - the spawning/despawning doesn't seem to be very costly)
  • Improved 'move tolerance' for defense responses, to prevent some instances where infected try to 'crowd onto' a single spot before responding to other stimuli
  • Rearranged planters in grid 3
  • Updated the new PawnSensor to utilize the Team-based Unit Registry, so units on the same team don't even 'try' to see one another
    (this saves close to a millisecond of processing per frame for the infected team)
  • Updated the Helicopter's 'placeholder spawning' to use a different naming schema (had a strange crash once due to 'same name' issue from constructing a barracks, hopefully this change resolves that?)
  • Fixed up the Unit Recruitment and Unlocks buttons not displaying Engineering Doctrine 'Price Drop' properly (they still actually only spent the correct amount, but they used to disable 'too soon' by comparing to original price, and would display original price. That's fixed)
  • Added basic 'invalidation boxes' to InfectedWidgets and the InfectionZoneWidget
  • Improved the InfectionZoneWidget's scaling logic to be less expensive when collapsed



[h2]Patch notes from public beta period[/h2]
Here is a patch list compiled for your convenience so you can understand all that has been changed/adjusted in the public beta.
https://steamcommunity.com/games/979640/announcements/detail/3028077442854098574
https://steamcommunity.com/games/979640/announcements/detail/5196558685239608610
https://steamcommunity.com/games/979640/announcements/detail/4492868685540062205
https://steamcommunity.com/games/979640/announcements/detail/2892963558047527966
https://steamcommunity.com/games/979640/announcements/detail/2892962924328296977

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

Keep in mind this book takes place before, during and a bit after Pandemic mode and follows dozens of characters around the events of CP. It will hint to our year 2 content(So spoilers if you analyze it close enough). Its not for the faint of heart (Very violent deaths and all that). You can pick it up for $3.99 now!

It will also be available on the Steam Store as an DLC on October 1st if you prefer to get it there! Just keep in mind on our website we make 99% of the sale the rest goes to PayPal

Feel free to use the #💬lore-questions on our Discord to discuss the ramifications of what the book brings to the universe and how it will affect the game as we start to work in story elements presented in the novel

Patch Notes - 0.7.82 Enhanced Weather FX and Graphics Settings

Operation Hammer Down continues... and we need your Help!


It should be noted the next few patches will also focus on nerfing some of the units like the Apache as they are greatly overpowered. This will include further refinements with the health/damage tables being further adjusted for other units as well. Stay tuned!

Starting Friday night we have pushed out the started inklings of Operation Hammer Down. Our first major patch which targets adding more replayability and simulating a larger world to fight in. We want to hear what you folks have to say about how it plays so we can properly focus the aspects that need the most attention. After we feel they are in a good place overall we will shortly afterwards put up a factions public beta.

  • Finalized Open World Map
  • Doctrines
  • Juggernaut
  • Little Guy enemies
  • Leviathan
  • Revised Power Generation System


[h2]Patch Notes - 0.7.82 Enhanced Weather FX and Graphics Settings[/h2]



Old saves can be safety resumed from the pre-beta-version available on the betas tab should you want to finish up an old game session before you fully convert to the new setup of Treasure Island



[h2]Patch notes from this patch[/h2]
  • Ammo boxes in saved games not working anymore fixed
  • Motor pool not allowing you to manually refill ammo fixed
  • Updated to the Latest 4.26 Engine version
  • Main Menu water VFX revised
  • New Rain System added
  • New Post Process and lighting effects
  • Fog System added
  • Rain will now gather on player units making them seem "wet"
  • Rain will gather in the levels and dynamically change the materials they touch
  • New Video Options added under advanced for Volumetric cloud simulation features of the engine(Will be expanded upon in the next few updates)
  • New disclaimers added to the New Game screen
  • Safeties added to ensure Chelsey always spawns in the legacy Treasure Island map
  • Chelseys Emissive fixed to make her face glow more
  • Screen Space quality added to Advanced Video Options
  • Power pylons will no longer display Built Undefined when construction completes
  • Fixed the Ammo drop not properly showing its ammobar if units were within its radius during the load
  • Landscape textures improved
  • New grass mesh added
  • Flashlights provide better line of sight at night reducing the penalty applied to units at night


[h2]Patch notes from public beta period[/h2]
Here is a patch list compiled for your convenience so you can understand all that has been changed/adjusted in the public beta.
https://steamcommunity.com/games/979640/announcements/detail/3028077442854098574
https://steamcommunity.com/games/979640/announcements/detail/5196558685239608610
https://steamcommunity.com/games/979640/announcements/detail/4492868685540062205
https://steamcommunity.com/games/979640/announcements/detail/2892963558047527966
https://steamcommunity.com/games/979640/announcements/detail/2892962924328296977

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

Keep in mind this book takes place before, during and a bit after Pandemic mode and follows dozens of characters around the events of CP. It will hint to our year 2 content(So spoilers if you analyze it close enough). Its not for the faint of heart (Very violent deaths and all that). You can pick it up for $3.99 now!

It will also be available on the Steam Store as an DLC on October 1st if you prefer to get it there! Just keep in mind on our website we make 99% of the sale the rest goes to PayPal

Feel free to use the #💬lore-questions on our Discord to discuss the ramifications of what the book brings to the universe and how it will affect the game as we start to work in story elements presented in the novel

Patch Notes - 0.7.81 Operation Hammer Leaves Public Beta

Operation Hammer Down continues... and we need your Help!


Starting Friday night we have pushed out the started inklings of Operation Hammer Down. Our first major patch which targets adding more replayability and simulating a larger world to fight in. We want to hear what you folks have to say about how it plays so we can properly focus the aspects that need the most attention. After we feel they are in a good place overall we will shortly afterwards put up a factions public beta.

  • Finalized Open World Map
  • Doctrines
  • Juggernaut
  • Little Guy enemies
  • Leviathan
  • Revised Power Generation System


[h2]Patch Notes - 0.7.81 Operation Hammer Down Begins... [/h2]

Old Saves will not carry over, only play in the public beta to give feedback never play "real" games in the public beta as game sessions can and will be broken from time to time from the vast number of things we test here at any given time. I.E we dont support save files started from a public beta -> a normal build.



Old saves can be safety resumed from the pre-beta-version available on the betas tab should you want to finish up an old game session before you fully convert to the new setup of Treasure Island

[h2]Patch notes from this patch[/h2]
  • Not being able to build on the Horde map resolved
  • Falling through bridges resolved when zooming out
  • Navigation issues on Treasure Island Beach resolved


[h2]Patch notes from public beta period[/h2]
Here is a patch list compiled for your convenience so you can understand all that has been changed/adjusted in the public beta.
https://steamcommunity.com/games/979640/announcements/detail/3028077442854098574
https://steamcommunity.com/games/979640/announcements/detail/5196558685239608610
https://steamcommunity.com/games/979640/announcements/detail/4492868685540062205
https://steamcommunity.com/games/979640/announcements/detail/2892963558047527966
https://steamcommunity.com/games/979640/announcements/detail/2892962924328296977

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

Keep in mind this book takes place before, during and a bit after Pandemic mode and follows dozens of characters around the events of CP. It will hint to our year 2 content(So spoilers if you analyze it close enough). Its not for the faint of heart (Very violent deaths and all that). You can pick it up for $3.99 now!

It will also be available on the Steam Store as an DLC on October 1st if you prefer to get it there! Just keep in mind on our website we make 99% of the sale the rest goes to PayPal

Feel free to use the #💬lore-questions on our Discord to discuss the ramifications of what the book brings to the universe and how it will affect the game as we start to work in story elements presented in the novel

Patch Notes - 0.7.79 Operation Hammer [ Public Beta Only ]

Operation Hammer Down continues... and we need your Help!


With the CERC starting to engage more deadly monsters from Chelseys ranks. CERC has been officially authorized by General Spiers to use more deadly weapons and tools to combat this new threat. :ChelseyLaugh:

Operation Hammer Down will officially launch when our public beta period ends in 1-2 weeks.
It will feature the following systems now live on the public beta branch:
So try them out and leave your feedback on our Discord Suggestion channel :WinterSmile:

  • Finalized Open World Map
  • Doctrines
  • Juggernaut
  • Little Guy enemies
  • Leviathan
  • Revised Power Generation System


[h2]Patch Notes - 0.7.79 Operation Hammer Down Begins... [ Public Beta Only ] [/h2]

Old Saves will not carry over, only play in the public beta to give feedback never play "real" games in the public beta as game sessions can and will be broken from time to time from the vast number of things we test here at any given time. I.E we dont support save files started from a public beta -> a normal build.

This is a summarized list we actually went over the steam character limit with this blog post.

[h2]When does the public beta end?[/h2]

We are aiming for the public beta for Doctrines/Open World/Generator Revamp/ Leviathan|Little Guys/ Juggernaut to end in the next 1-2 weeks. As these updates will change how the game is played and increase the difficulty of the game across the board.



[h2]Patch notes[/h2]

  • Adjusted collision for see through fences so you can properly fire through them
  • Adjusted collision patches that were invaliding movement on certain landscape tiles
  • Power Pylons added to help allow wiring to reach further distances
  • Dead body in main menu adjusted to stop jittering
  • Added various physics actors into the level that will interact with characters
  • Sped up turn animations by 50% to make CERC more responsive
  • Increased right/left turn angle to an 85 degree requirement (instead of 75 degree)
  • Streamlined and cleaned up movement position (both held-right-click preview and regular) logic to be more easily maintenance and modified, and to better respect the fact that vehicles are part of regular movement lineups
  • More cabin house textures added to Angel Island
  • Better Horde SFX added
  • Presidio volumes collision setup to improve accuracy of where you can place structures after the zones are captured
  • Patrols for air units now work correctly
  • Cleaned up a lot of 'soldier preview' logic to be more consistent, and used that to make vehicular movement previews face the correct direction
  • Implemented a minor fix for if you release a held right mouse click while your mouse is over nothing (i.e. out in the water) to allow the move order to still go through while passing through the last point that your mouse was hitting (instead of getting the player 'stuck' in a right click rotate order until they switch selection or do another right click to 'empty' it)
  • Improved constructed turret saving to use the turret's "base rotation" as the saved rotation, rather than the barrel's local rotation at the time of the save (to prevent turret 'drift' between saves)
  • Added logic to prevent the Leviathan's emerge animation from being interrupted with his roar
  • Added a fix for the DP12 (and potentially other shotguns) having their damage-per-pellet value being set to zero
  • Added a fix to Juggernaut's rock throw (disabled rock collision until it's thrown, so it won't prematurely break while the Juggernaut is winding up)
  • Adjusted a truck in Grid 6 that was blocking Juggernaut from crossing
    (it also had floating 'parking lot lines' that I fixed, too)
  • Added a 'small' nav path near an ambulance in Grid 2, to prevent Juggernauts from thinking they could squeeze through
  • Did similar with some lampposts for the nature park part of Grid 2
  • Fixed a police car near the park in Grid 2 that had bad collision settings (blocked Juggernaut movement)
  • Removed several erroneous infection pod meshes that were sitting in the master doing nothing
  • Improved a lot of cars in the Grid 3/Grid 2 area to be more traversable for Juggernauts
  • Improved the 'SpawnInfectedMob,' 'SpawnJuggernaut,' and 'SpawnLeviathan' console commands to include another argument for 'always visible': pass in true as the first argument when spawning to make them never be hidden by the Fog of War
  • Also updated the 'Chase Winter' argument's effect for the Mob and Juggernaut to be longer-lasting
  • Improved Leviathan collision to not get blocked while burrowing under the world while still maintaining TUGS-detectability
  • And fixed a loading issue where the collision wouldn't load properly if he was burrowed when you loaded the save
  • Improved Leviathan burrowing settings-changes to be more consistent
  • Fixed Leviathan not 'loading tunneling animation' when you load a save with a burrowed Leviathan
  • Added basic movement saving/loading for player units (so they recall movement commands: not formation movement yet, but this should help)
  • Increased the Infected's PawnSensingInterval from 1.0 to 1.8
  • Increased the InfectedSpineTurret's PawnSensingInterval from 1.0 to 1.8
  • Updated the lifespan of the Grenade throw blocked mouse widget to respect global time dilation
  • Fixed unit population from 'queued units' not being counted properly if they cost over 1 population
  • Upgraded TUGS purchase description to note that it can detect tunneling intruders now
  • Updated the Weapon Market logic to not show a 'purchase weapon' icon for vehicles/units with no purchasable weapons
  • Removed the 'mouseblock range' functionality that was used for old UI (was blocking clicks on lower portion of screen, especially if you changed resolution)
  • Adding Leviathan acid pool decal.
  • Leviathan Minor emitter adjustments.
  • Updated the building placement to more responsively update the material of the set-down mesh (so if you're in slo-mo you're less likely to see the material shift)
  • Updated infected pods to save/load their minimap-revealed status
  • flash grenade explosion sfx
  • Fixed bridge placements and overlaps across the map
  • Improved navblocking around the motel in Grid 5 (especially two cars) to prevent some cases of Juggernauts getting confused around it
  • New Muzzle flashes VFX added to all guns
  • Minimap ping system improved to better alert players to in progress attacks
  • Removed LODS for CDC, Barracks, Comms Trailer, Med Facility, Spotlight, Command Center, and Generator while we work on a more permanent fix for the Mesh LOD being broken
  • Spin down time doubled (so liklihood of 'gaps' in shooting is drastically reduced while the minigunner looks for new targets)
  • Suppressive fire-related values tweaked to make the Minigunner much more likely to hold down the trigger
  • Spread increased to compensate for the increased shooting likilhood (he's still
  • lethal* at mid ranges, but at the edges of his sight he's quite likely to miss)
  • Minigunner now requires more XP to level up (he'd shoot up through levels super fast due to his lethality, before)
  • Added a fix for multiple close-by Barracks sometimes marking units as incorrectly not in range of the Weapon Market
  • Updated Spine Thrower vision to be 5000 units (from 6000).
  • Formation logic Uses smarter 'direction-calculation' logic instead of just assuming the formation should match the formation leader's face-direction (which messed up during combat, since the leader could be strafing)
  • Updated a few buildings in the Master to have navigation blockers inside of them
  • Floating fences in marshlands fixed
  • Helicopter no fly zone volumes added around cranes and grid3 bridge
  • Collision improved in Presido
  • Weapon Balance changes to spread and base damage values, increased spec ops speed in all forms by 6% target acc increased by 20% from base to make them more mobile,
  • increased jugs bullet res to all damage types so it's can't be beamed.
  • made the sniper more affective to bigger infected.
  • decreased mini guns base damage by 8.
  • increased mp7 damage by 5.
  • scar is more accurate than the m4 now so it's gives more value to upgrading.
  • machine guns have more of a difference between them in accuracy and damage.
  • pistol is more accurate and has a high damage value than the m4 so it's more useful,
  • ump has a decreased spread making it more useful than the mp7
  • All weapons have a more sophisticated damage system that takes in consideration how long a bullet has traveled to determine the damage and takes into considering the caliber as well
  • Fixed a gun appearing inside of infected spine throwers
  • Added a simple improvement to landing logic for helicopters to try to 'search' for a spot to land if they're not over one.
  • Added MGTurret and MissileTurret minimap icons
  • Improved Infected Minimap markers
  • Improved the Unit Card 'take damage' animation to be longer and more noticeable (3 seconds now)
  • Fixed some minor blueprint errors with the Unit Card and unit levels
  • No collision on barriers fixed
  • Quick fix for helicopter patrol causing a crash if two patrol points are too close to each other
  • Improved 'Halt Movement' to also cancel out any current patrol commands and interact better with various Helicopter commands
  • Added 50cal muzzle flash to all .50cal turrets and the shawnee 30mm.
  • Increased wind on grass and trees.
  • Moved treasure Grid4 grocery store to line up with construction zone edges.
  • Updated motels collision.
  • Increased SSAO intensity from 0.5 to 0.75.
  • Fixed up the ammobox sound effect repeatedly playing on Barracks and related
  • Fixed up the ADS and Power Pylon to allow the player to destroy them via menu for refund
  • Progress commit on new selection logic (unhooked in, so not gonna change gameplay yet)
  • Added a fix to units re-showing their UI when rappelling even if Hide UI keybind is active
  • Fixed up non-airstrike (or Cerberus 105MM) explosives to no longer be able to damage bridges
  • Imported Juniardi's new Pod, Leviathan, and Tower minimap icons
  • Reduced player unit capsule size to make selection more accurate
  • Added improvement to helicopter movement to make them 'trace out' their flight height at their movement target, rather than guessing
  • Improved DNA saving/loading: Amount is now saved (and thus size)
  • Lifespan is now saved for larger DNA samples

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

Keep in mind this book takes place before, during and a bit after Pandemic mode and follows dozens of characters around the events of CP. It will hint to our year 2 content(So spoilers if you analyze it close enough). Its not for the faint of heart (Very violent deaths and all that). You can pick it up for $3.99 now!

It will also be available on the Steam Store as an DLC on October 1st if you prefer to get it there! Just keep in mind on our website we make 99% of the sale the rest goes to PayPal

Feel free to use the #💬lore-questions on our Discord to discuss the ramifications of what the book brings to the universe and how it will affect the game as we start to work in story elements presented in the novel

[h2] Public Beta Notes [/h2]

Do note you can only access this latest patch on our public beta branch. Anyone can opt in and play it by right clicking on the game on their steam library going to properties and then opting into the beta from the "beta" tab on steam.

It is our intention over the next few days to weeks to fully polish up Treasure Island and the two new surrounding provinces with the feedback of our community. We have added a LOT in this new update so I apologize if something is omitted in the patch notes.

Naturally the roadmap will be affected by this extra time spent on polishing up the "Open World Map" but we believe its time well spent to ensure every section is fleshed out and provides interesting gameplay opportunities in each zone of the world.

You can track our progress as its updated daily on our Trello board here
https://trello.com/b/b5DFiVyv/cepheus-protocol-development
On this link you can track our new release targets for 2020-2021
https://trello.com/c/b8UXIihr/888-release-targets-2020-2021

The goal of this test is to gauge how you folks feel about the current layout and new direction. We want to gather as much data as possible on the likes/dislikes of the current design so we can take them into consideration as we work to finalize the world.