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Cepheus Protocol News

Patch - 1.2.7.17.9.3

If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.

[h3]Week Goals:[/h3]

This week our goal is to wrap up 1.2 on experimental expect a few days of bleed over possibly if any fatal bugs/issues are encountered.

The next 2 days will be Rioting/Non-Lethal Weapons in the form of the Bean bag Shotgun. Then Dynamic Civilian Groups will form that hate you if you ignore their rioting when a zone enters yellow status for too long or you declare martial law for to long. (Up to Wednesday-Thursday)

The following 2-3 days will conclude 1.2 with Civilian Automation & Evacuation.

If a zone is set for intake based on ROE the zone will follow a preset template you can customize.

You will be required to station a scientist at the zones Civilian Admin structure with the detection weapon or build detection towers at these points to determine infection status if research allows.

Base templates:

Unknown
-Cage
-Wait (Wait 8-16 minutes to determine if infected)

Infected
-Euthanization
-Shoot on sight
-Turn away

Not infected
-Holding area (Till Helicopter arrives)
-Helipad


Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Further Optimizations to the Anim Blueprint based on profiling data
  • Removed all bodies and blood decals from Treasure Island Levels. (To Prepare for Dynamic placement in the future)
  • Converted 12,873 assets to removable clutter; on Angel Island and Treasure Island, so far. More conversions to follow.
  • We now turn off Infection Structures ability to hear and see via a new thread to save performance if no CERC unit is within 20k UU. This should improve the reliability of vision and framerate improvements in mid to late game.
  • Fixed up some AnimInstance_Base C++ logic in relation to mob units, as well, so Mob Units properly recognize which unit is their owner, instead of being 'unowned' and thus always standing still or walking
  • Evac load fix to try to stop some civvies from going to the wrong evac pad when loading saves and getting 'stuck'
  • Melee Expliot for Infected fixed that could cause them to double melee
  • Rioting system improvements
    • Suppressing a riot via stamina damage (right now, only way to do this is with sandbag shotgun) will now lead to Riot Suppressed for that Civvie Spline: it will not resume rioting until 10 real life minutes pass (accounting for slo-mo, etc.)
    • Rioting civvies will harm your reputation in a zone. This stops when riot is suppressed.
    • 'Last riot suppression time' (for the 10 min cooldown) saved/loaded
  • Fixed CERC solider aimnode being to "responsive" at times


Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
General Development Updates

[expand]
https://youtu.be/7hdBPmUtFb8
https://youtu.be/GV3YOssGEfs
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190
[h3]New Roadmap system [/h3]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
[/expand]
Ways to Support Development

[expand]
Everything goes towards expanding the team and building a better game!
[h3] Consider Supporting us on Patreon[/h3]
[h3] Merch Store [/h3]

[h3]Cepheus Protocol Anthology[/h3]
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]

Patch - 1.2.7.17.9.2

If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.

[h3]Week Goals:[/h3]

This week our goal is to wrap up 1.2 on experimental expect a few days of bleed over possibly if any fatal bugs/issues are encountered.

The next 2 days will be Rioting/Non-Lethal Weapons in the form of the Bean bag Shotgun. Then Dynamic Civilian Groups will form that hate you if you ignore their rioting when a zone enters yellow status for too long or you declare martial law for to long. (Up to Wednesday-Thursday)

The following 2-3 days will conclude 1.2 with Civilian Automation & Evacuation.

If a zone is set for intake based on ROE the zone will follow a preset template you can customize.

You will be required to station a scientist at the zones Civilian Admin structure with the detection weapon or build detection towers at these points to determine infection status if research allows.

Base templates:

Unknown
-Cage
-Wait (Wait 8-16 minutes to determine if infected)

Infected
-Euthanization
-Shoot on sight
-Turn away

Not infected
-Holding area (Till Helicopter arrives)
-Helipad


Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Made LERP adjustments for all Calypso world buildings. Also made modifications to the landscape LOD and collision settings to match those of other levels. (eg treasure island)
  • Updated Animation Systems to be more performant with a C++ base
  • More Adjustments to Angel Island world building LERPS + Asset conversions to landscape objects
  • Fixed an issue that broke civilian evacuations and sometimes move orders
  • Set proper default values in the MasterCharacter_AnimBlueprint so regular civilians aren't always rioting, and so mob meshes don't look like they're 'armed with invisible guns'
  • Civilian now have stamina stat that non-lethal weapons target
  • Set up an Ambient Civilian Spline response to stamina hitting zero (from nonlethal weapons), to make rioters disperse
  • Set up Civilians to no longer flee from hearing nonlethal weapons being fired by making nonlethal weapons say 'RiotGearFired' instead of 'WeaponFired' in their SoundTag
  • Added ability to target any civilian with a right click
  • Fixed up several Civilian classes that weren't properly set as 'preset gender' (since now each class is predefined to be male or female, with Preset being false, they were sometimes getting first names of the opposite gender: this should now be fixed)
  • Special infected changes:
  • Spitter acid damage decreased from 40 to 20
  • Spitter acid attack range decreased from 1500 to 850
  • Unit targeting priority changes:
    • Spitter threat level increased by 15%
    • Blow up guy threat level increased by 25%
    • Sparrow damage intake buffed by 20% overall from bullets
  • Guard towers:
    • Towers damage resistance from bullets increased by 35%
  • Fixed a user reported crash that occurred when loading their save file
  • Additionally, in the Raven subsystem, fixed an issue that caused massive 'multiplication' of Raven nests
  • Fixed a Raven saving issue
    Result: Loading of saves with 'runaway raven nests' should no longer crash or cause major amounts of 'nest buildup' in a single area (which could also poorly affect perception performance)
  • Fix for being able to recruit faction civilians before they are allied with you


Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
General Development Updates

[expand]
https://youtu.be/7hdBPmUtFb8
https://youtu.be/GV3YOssGEfs
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190
[h3]New Roadmap system [/h3]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
[/expand]
Ways to Support Development

[expand]
Everything goes towards expanding the team and building a better game!
[h3] Consider Supporting us on Patreon[/h3]
[h3] Merch Store [/h3]

[h3]Cepheus Protocol Anthology[/h3]
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]

Early Access Dev Report (July 16 - July 22)

We will be live on Youtube and in our Discord AmA channel for those wanting to listen in on voice.

  • Every Saturday, we will take the stage and communicate with you directly. We'll discuss what happened that week, address any issues, changes, etc., and potentially talk about necessary changes for the next week. These will take place on Discord & Youtube.





Patch - 1.2.7.17.9

If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.

Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Various behind the scenes Timer checks were spread out over MS's to stop the game thread from being choking out.
  • UpdateSeenList update: turns off when not needed, instead of always running
  • Optimized Ambient Civvie Spline visibility by adding threading support
  • Safety check for World Building LERPs, adjustment of vehicle nav volumes, and conversion of assets into landscapable objects for Angel Island Grids 1-3
  • Added 'SharedStimulus' logic (akin to SharedVision) - currently only used by Ambient Civilians - to replace the fact that VisibilityTriggers are no longer handled via Perception Result: Ambient Civilians seem to function mostly as before, but perception system has a lot less pressure on it now
  • Crashfix for potential 'infinite loop' for UnitMovers getting stuck going between devirtualized units spawning+monitoring
  • Reduced number of sight queries-per-update to 4K (from 8K), to try to reduce CPU strain
  • Fixed Speakers for vehicles registering as vision stimulus
  • Set up untargetable Civilian clutter+walls to 'deregister' from Sight once revealed, so they stop taking up queries
  • Fixed Camo not applying to Merlin.
  • Fixed Camo not applying to MUTT/MULE.


Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
General Development Updates

[expand]
https://youtu.be/7hdBPmUtFb8
https://youtu.be/GV3YOssGEfs
[h3]Letter from the Producer[/h3]
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190
[h3]New Roadmap system [/h3]
We now have a new system for our community to follow along on development. This website will break down all the major systems that are coming each patch. It will not include hotfixes/bug fixes. Sections inside TBD can be included randomly if we are ahead of schedule
https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
[/expand]
Ways to Support Development

[expand]
Everything goes towards expanding the team and building a better game!
[h3] Consider Supporting us on Patreon[/h3]
[h3] Merch Store [/h3]

[h3]Cepheus Protocol Anthology[/h3]
Experience the outbreak of the Pangu Virus from multiple perspectives across as the brave heroes of the Center for Epidemic Research and Control battle tirelessly to stop the spread of a cataclysmic alien virus that has mutated innocent people into monstrous creatures of unimaginable power
https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
[h3]First 40 Minutes of Cepheus Protocol Anthology Season 1 [/h3]
https://www.youtube.com/watch?v=6eWbDibGMrU
[/expand]

Early Access Dev Report (July 1 - July 15)

We will be live on Youtube and in our Discord AmA channel for those wanting to listen in on voice.

  • Every Saturday, we will take the stage and communicate with you directly. We'll discuss what happened that week, address any issues, changes, etc., and potentially talk about necessary changes for the next week. These will take place on Discord & Youtube.