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Cepheus Protocol News

Patch Notes - 0.7.54 Further Fixes & Prep work for the Sparrow Update

[h2]Cepheus Protocol AMA/Showcase[/h2]

Work on our other maps have started officially in the last week and we hope to have more to share in the coming weeks! Keep in mind a LOT of our week this week into the LIttle bird and doctrine updates so make sure to check out our dev-update channel on discord to see the daily updates we do!

If you missed our AmA you can watch it here!

https://www.youtube.com/watch?v=ZznhKn8hPU4

[h2] Patch Notes - 0.7.54 [/h2]

  • new M107 fire and slomo exit sfx
  • Improved C++ logic for grenade throws to be more customizable, To have more safeties and And to run the 'hide' logic for the gun if you confirm the grenade throw before the 'startup animation' would hide the gun
  • Smoothed out several things to 'cancel out' the degarrisoning, like issuing another movement command
  • Reduced Flamethrower weapon price to $4,000 (from 6K)
  • Fixed several issues reported in bugs reports having to do with units being unable to shoot through fences and being able to shoot through certain buildings. Also removed floating objects in the landscape from grid 3 and double checked blockers at the pier.
  • mg turret new sfx
  • Fixed up the M4's blendspaces for scout car seats
  • Fixed automatic gates getting 'stuck' thinking stuff is next to them if they're toggled 'off of' automatic mode when something is nearby
  • Basic fix to prevent 'upgrading' sandbags/barbed wire via multiselect
  • Adjusted nav modifier for turrets to be less of a problem for moving around them (to fix turrets preventing you from going through gates)
  • Fixed unit abilities appearing when your selection was mixed between a single soldier class and a vehicle
  • Fixed the 'Select All' keybind allowing you to select garrisoned units
  • Added 'JumpPlayerCameraToHome' keybind: pressing HOME will now jump the camera to the CERC building!
  • Adjusted minimap clicking to instantly jump to the clicked point, instead of 'lerping' the player camera
  • Fixed ragdolled units being able to do 'hit reaction' animations
  • Also fixed units 'getting up from ragdoll' doing hit reaction animations, too
  • Added saving/loading to Silencerstatus (does nothing for saves prior to this point, but saves made after this update will track and load Flashlight/Silencer status)
  • Fixed silencers visibly remaining 'on the gun' if you toggle Silencer back to 'OFF' (functionality still worked, but the visuals were bugged - that's fixed now)
  • Fixed silencers not having a 'Muzzle' socket (which caused bullets to appear a bit more oddly when silencers were active)
  • Applied some other materials as placeholders for the unfinished silencer meshes
  • Added 'structure blocking' logic: if an infected's melee attack is non-piercing (i.e. Juggernauts, later) and they hit a player wall, their attack will now fail to deal damage to any characters that might also be in range (to prevent 'hitting through' walls)



Until next time, good luck in Treasure Island!

Saturday Development Rollup - Dev Update Sparrow and more QOL Fixes!

[h3]Overview[/h3]

Saturday Development Rollup - Dev Update - Saturday 9/19/20 at 2 PM PST i'll walk you though our recent progress. We will take some basic questions as well!

We will be showing off the new airborne vehicle the Sparrow and it will go live in the public beta realm for those feeling adventurous.

There will also be a ton of bug/QOL changes we made discussed as well. I will also show some aspects of what we are doing for the doctrines update

Saturday 9/19/20 at 2 PM PST. More details and you can set a reminder in steam at the link below!

Hope to see you folks there!



[h3]Time and Date[/h3]

2 PM PST (Steam will auto convert it to your timezone if you subscribe to the event)

[h3]Broadcast Link[/h3]
https://store.steampowered.com/app/979640/Cepheus_Protocol/

Patch Notes - 0.7.53 Price Adjustments & Further Fixes

[h2]Cepheus Protocol AMA/Showcase[/h2]

Work on our other maps have started officially in the last week and we hope to have more to share in the coming weeks!

If you missed our AmA you can watch it here!

https://www.youtube.com/watch?v=ZznhKn8hPU4

[h2] Patch Notes - 0.7.53 [/h2]

  • Added logic to block reloading while throwing a grenade (and properly update the button based on throw-grenade status)
  • Streamlined some formation movement logic
  • Added in formation movement speed buff (if units are far enough from their spot in formation while formation is moving [but not beyond a certain max distance threshold, and not running], they will speed up their walking to catch up and stay in formation]
  • Reduced 'acceptance radius' for formation movement, so units moving in formation will try to be more accurately lined up while moving around
  • Fixed the 'Select Current Team Tab' hotkey (0) not deselecting any current shop tab
    Result: Early version of formation 'speed buff' in place, to speed up units who are walking to better get into their assigned position while walking with formation lead
  • Price changes:
  • Heavy Recruit to $4,000 (from 6K)
  • Peregrine construct to $2,500 (from 5K)
  • Medic Unlock to $1,000 (from 2K)
  • Updated more forms of camera movement to 'disable' the camera-following logic (i.e. if you press tab to have the camera follow a unit, now minimap lerping, double-spacebar response to combat, and double-clicking a team panel, will cancel out the camera follow)
  • Fixed up 'double-selecting' a group to jump the camera to them to also cancel out the camera-following logic (from pressing TAB)
  • Ambient audio performance adjustments in main map


Until next time, good luck in Treasure Island!

Patch Notes - 0.7.51.1 Emergency Hot-fix Infection Structure Fix & More!

[h2]Cepheus Protocol AMA/Showcase[/h2]

If you missed our AmA you can watch it here!

https://www.youtube.com/watch?v=ZznhKn8hPU4

[h2] Patch Notes - 0.7.51 [/h2]

  • Resolved Gas Towers/Infection Towers not taking damage
  • Reveal bugs resolved relating to Gas Towers/Infection Towers
  • Ammo can now be refilled by selecting a group of units and right clicking an ammo box if they are within the vicinity of its AOE(This will be expanded to auto move them within the circle in future versions) this also works for Barracks and CP ammo depots
  • All the shotguns got a SFX pass to make them more beefy
  • Pods now reward cash and DNA
  • Infection Pods $2k and 10 DNA
  • Gas Tower $4k and 20 DNA
  • Reduced heavy Cost from 15k to 7k for initial research price
  • Reduced Assault Cost from 2k to 1k
  • Adjusted units to turn/shoot in combat more responsively
  • Horde minimap updated with 4K version
  • Added logic to better 'deselect' buildings/shops when selecting units via team panel or via group hotkeys


Until next time, good luck in Treasure Island!









Patch Notes - 0.7.51 Horde Mode Fixes and more QOL Changes

[h2]Cepheus Protocol AMA/Showcase[/h2]

If you missed out AmA you can watch it here!

https://www.youtube.com/watch?v=ZznhKn8hPU4

[h2] Patch Notes - 0.7.51 [/h2]

  • Adjusted trace size for gun placement to be larger
  • Changed up engineer 'lerping' to be done by adding offset to location rather than directly setting location (to avoid 'phasing through' things when welding) Result: Should reduce (maybe eliminate?) most cases where you get 'stuck' in something after building something else.
  • Adjusted formation movement for attack move to stop units from 'breaking off' from their leader when combat ends
  • Nav blocker adjustments
  • Quick fix to post process and spawning for the Horde Map for Myles
  • More general Vehicles SFX added
  • Level bounds moved, pod moved, nav mod increased and moved
  • Fixed up some navigation logic to be more consistent on the gates
  • Updated the gates with a new 'Automatic' mode:When Automatic, it will not have a nav modifier (since it will open automatically for player units)You can still manually toggle it, but someone approaching it will get it back to normal. You can toggle it back to Manual so it won't auto open. It won't automatically open for infected. The 'auto' state will save, so if you turn a gate to Automatic, it'll turn back to Automatic on reloading.
  • Hooked up logic to show 'Uncaptureable Stronghold' and a lock icon over the hospital: Also made the hospital's minimap icon not show for now
  • Re-enabled Scout Car ramming
  • Updated the translucent water material instance to have the water physical material type (so it slows down units when units walk in water)
  • Adjusted water 'walk speed' to .5 (from .85), so water slows you down considerably
  • HLOD build update
  • Horde Map Civvie missions hooked up, every 5th wave theres an 80% chance for it to happen, reward = 1500 due to difficulty of maintaining zone while getting there and back during a wave
  • Horde Map difficulty taken down a bit, 30 to start with on first wave +16 after that
  • Horde Map Minimap added, some tweaks needed for it to function properly
  • Vehicles ramming infected sfx added


Until next time, good luck in Treasure Island!