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Letter from the Producer #10 Vehicle AI & Map Update Progress Week 3

What is Cepheus Protocol?


Where other zombie games in the genre have asked "How will you die" (Project Zomboid), Cepheus Protocol dares to ask "How will you survive". Giving you the tools of a recently created new branch called CERC its now your job to tackle how to handle the spreading Pangu Virus. We are dedicated to continuing to work with our community to keep refining Cepheus Protocol till its a true gem.

It should be noted that while we embrace critical feedback it should be given in a manner that is respectful and conductive of actually having a conversation. I.E Don't say X is Bad fix it. Say X is bad because of X,Y,Z . Then we can start to have a meaningful conversation. It should be noted naturally all suggestions cannot be implemented but we will keep them in mind for a possible addition in the future depending on scope budget etc.

Roadmap


The Development update video linked above will have further details. After all of this is implemented we will convert all current vehicles to this system and implement the Abrams, MLRS and Bradley to officially start the CERC/Doctrines card outlined here.

Development Update from Jun 13, 2024
https://youtu.be/6zz49hElQa8?t=1032

[h2]What is Chaos Vehicles?[/h2]

https://youtu.be/-lkEOEEKYD0?t=63

[h2]What is Chaos Destruction?[/h2]

https://youtu.be/u3ktiewcLpo?t=32

Note: we will not be allowing full destruction but like mentioned in the last update on Youtube partial destruction in the terms of street lights, fences, walls etc. Preplaced assets in the world to make areas like the center park in Treasure Island far more dynamic so vehicles and explosions can affect the world.

Map Changes coming soon...


[h2]Calypso Update (W.I.P) [/h2]
Is being updated to support the Carrier and newer gameplay mechanics. We expect the new map on experimental sometime next week. Around July 17th


[h2]Open World Update [/h2]

It should be noted that within the next 2 weeks after we release the newly revamped Calypso i will be tasking my level designers/modelers with the complicated task of expanding the map and adjusting/removing some of the fictional islands we invented earlier in development because we had a "design" limit of how large the maps could be. More details here!

The plan will be that while the programmers are working on the CERC/Doctrines/DNA Research card(New vehicles etc) they are getting the map ready for our 1.0 release and coop at the end of 2024 - going into early 2025. Treasure Island, Angel and CO will be "play" islands while the main meal is San Fran North. A new landmass that is 5x the size of all current content in the game that we've been slowly building in secret.

At this time we will explore and R&D underground "subway tunnels" but i cannot give any further news on this. We need to see how doable it is.

The first picture is a crude example of the new layout ->
The second is the total planned map size for when we deem the map "done". More details to follow around Halloween on that aspect for unmentioned areas.




Vehicle AI Progress


This week we converted the system over to the Cerberus to see where the system would fail understanding larger vehicles of mass. We identified several points where our logic needed to be even more dynamic to take into consideration values that change between wheels like Friction & overall Vehicle Mass.

[h2]Day 15[/h2]

Been porting variables in prep for getting other vehicles onto Chaos Physics - the goal, to reveal weaknesses in the current pathfinding AI so that it can be improved to handle other vehicle setups.

The Cerberus here has extra mass that the system's not used to handling, so it tends to overshoot turns due to assuming the brakes would function like with the Ajax.
Still, progress! Take a look!

https://youtu.be/v336INWMThM

[h2]Day 18[/h2]

Vehicle AI Update: Basically it allows quicker/easier roll out of new vehicles so we don't have to hand test each vehicle as much!

Bit of progress - some of it behind the scenes. Figured out some math for dynamic brake calculation, and started (though not done yet) on 'earlier turning' logic.

Differences are minor at first, but good enough so far that the 'getting frazzled by the bench' from the last round didn't occur here.

Step by step!

https://youtu.be/4jEp6iepIgg

Conclusion


We will continue to convert the most complicated /varied vehicles over to the system and further refine the math/calculations as we go to ensure each vehicle handles optimally. We believe that the Ajax, Cerberus, Evacuation Busses and the Abrams will provide us enough varied data to then focus on porting over the RTS elements to this new class/system and get an experimental out with all current vehicles then get the new ones in. We thank everyone for their continued support and patience.

if you want to consider supporting us check out our patreon or Discord pledge system everything helps!

Letter from the Producer #9 Vehicle AI Progress Week 2

What is Cepheus Protocol?


Where other zombie games in the genre have asked "How will you die" (Project Zomboid), Cepheus Protocol dares to ask "How will you survive". Giving you the tools of a recently created new branch called CERC its now your job to tackle how to handle the spreading Pangu Virus. We are dedicated to continuing to work with our community to keep refining Cepheus Protocol till its a true gem.

It should be noted that while we embrace critical feedback it should be given in a manner that is respectful and conductive of actually having a conversation. I.E Don't say X is Bad fix it. Say X is bad because of X,Y,Z . Then we can start to have a meaningful conversation. It should be noted naturally all suggestions cannot be implemented but we will keep them in mind for a possible addition in the future depending on scope budget etc.


Vehicle AI Progress


Development Update from Jun 13, 2024
https://youtu.be/6zz49hElQa8?t=1032

In the past we have gotten feedback about how our vehicles were lackluster or for a better word "Crappy". Last Thursday we transitioned the engine to 5.4.2 to take advantage of the latest Chaos Destruction(Production Ready now) and Chaos Vehicle changes.

Today i will be presenting the progress we've had in the last week R&Ding the new vehicle physics and adjusting as needed. A lot of time went into learning how Chaos vehicles operate and how to write an AI that understands things like steering, throttle and a break to accurately navigate our growingly complex world.

[h2]What is Chaos Vehicles?[/h2]

https://youtu.be/-lkEOEEKYD0?t=63

[h2]What is Chaos Destruction?[/h2]

https://youtu.be/u3ktiewcLpo?t=32

Note: we will not be allowing full destruction but like mentioned in the last update on Youtube partial destruction in the terms of street lights, fences, walls etc. Preplaced assets in the world to make areas like the center park in Treasure Island far more dynamic so vehicles and explosions can affect the world.


[h2]Day 10[/h2]

Been testing the vehicle in the more tighter-turning environments of the Calypso map!

This really exposes some issues with how Unreal's default navigation points sometimes end up in the 'wrong' locations for a vehicle - something we need to investigate and see about improving so vehicles not only can accurately move where we want them to, but also pick good places to move to begin with!
On the bright side, it also demonstrates our 'reverse and get back on course' logic. Not perfect, but enough to stop a lot of weird situations from becoming permanent losses!

Got some more obstacle improvements in from these tests, and some improvements to 'recovery' in some situations should collision occur. Take a look!
https://youtu.be/VtyLsPxkf1Q

[h2]Day 11[/h2]

Gather round CERC recruits a massive improvement to Path Generation in relation to A* was pushed in today that will effectively better take into consideration of said vehicles handling to not create "human" like paths where the next points would require the vehicle to do unreasonable things just to hit all of them upon a move order. Check out the results and extra details below! :LelouchMug:

-Updated with a new 'path smoothing' check that cleans out a lot of excess or redundant move waypoints, so the vehicle has less turning and 'fidgeting' to do to hit every point (by having fewer points!)
-Not really demonstrated in the vid, but also added improved 'roll safety' so the vehicle will be very likely to remain upright even if you tell the driver to do some wacky stuff

Sorry about the low quality (Low Framerate) of the GIF, but wanted to show the full move so had to trim some frames out to make it a reasonable size.
That said, take a look!

https://youtu.be/O5AgUtCCQ0g

[h2]Day 12[/h2]

Some turns are still suffering but we are still working the problem to wrap them up. We will be entering the next phase soon after we iron out the remaining impact/crash issues.

Since we wrote a brand new class next phase is taking this new class and properly integrating with the RTS elements we have already. I.E health bars, selection logic etc.

Then we will scale up testing with multiple vehicles and then finally infantry then all of them together.

TLDR:
Some 'predictive turning' logic has been added, to help smooth out movement between points and make turning a little bit more natural!

However, small obstacles and 'small corridors' are currently issues still for the vehicle, as seen in the GIF. They're gonna be next on the list, most likely!

https://youtu.be/LVYhn82HWyE

[h2]Day 13[/h2]

Testing in more environments revealed some flaws with the pathfinding, including sometimes where the vehicle would 'see a clear line' to a target and start moving there, without recognizing the ground.

Short GIF, but the 'orange line' you see near the beginning indicates the vehicle recognizing that there's no straight line across, so he goes a longer way.
A lot of this comes down to a bunch of little things that add up, but it's working!

Also been working on improved reverse logic so it's more responsive when recovering from an impact (though not demonstrated in this GIF).

https://youtu.be/UCwNgfzVgac

[h2]Day 14[/h2]

[h3]The Story so Far[/h3]

So we brainstormed some solutions and did some R&D last night since as many of you saw in the last GIF's our vehicles have HUGE issues going through narrow/tighter corridors. Apologies about the time its taking to build this but we want to do it right the first time and ensure these vehicles are ready for just about anything. That means hundreds of hours testing and adjusting when they fail the vast amount of "courses" we have identified that will push the Vehicle AI to its limits. This is a huge improvement but i still feel it need a bit more refinement to make it look a bit more natural. Possibly add some Post Processing to the Navigation calculation to add more "dynamic curving" based on the "degree" of the next calculated turn to "soften" it up.

[h3]Why are we concerned about this? [/h3]

Vehicles need to understand their limits dynamically based on a VAST criteria of variables so they understand how to make turns accurately and minimize slow "periods". I've personally studied a lot of player bases and you guys like to build "Realistic" checkpoints and gates like the attached pictures so making it so the vehicles understand ramping down speeds and generating "curved" paths instead of crazy 90* degrees is all but required.



New pathfinding 'turn smooth' logic: the pink sphere here indicates a spot where the pathfinding detected a sharp turn with short space to do it, so it 'scooted' the point out to widen the turn so the vehicle can fit.

Take a look!

https://youtu.be/we__KsK0V6Q

Conclusion:


This concludes the last week of progress we've had on the vehicle. We will continue to tweak and R&D the vehicles as they stand till they are perfect. As seen in the last video(Day 13) turning needs some adjustment and some corrections are still needed before we scale up the tests with multiple vehicles and start implementing a custom "avoidance" system to stop vehicles of differing move orders from crashing into each other when possible.

The Development update video linked above will have further details. After all of this is implemented we will convert all current vehicles to this system and implement the Abrams, MLRS and Bradley to officially start the CERC/Doctrines card outlined here.

https://cepheusprotocol.notion.site/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08?p=633fd2afddcd45df9fcf351b62e73647&pm=c



Letter from the Producer #8 Vehicle AI Progress

What is Cepheus Protocol?


Where other zombie games in the genre have asked "How will you die" (Project Zomboid), Cepheus Protocol dares to ask "How will you survive". Giving you the tools of a recently created new branch called CERC its now your job to tackle how to handle the spreading Pangu Virus. We are dedicated to continuing to work with our community to keep refining Cepheus Protocol till its a true gem.

It should be noted that while we embrace critical feedback it should be given in a manner that is respectful and conductive of actually having a conversation. I.E Don't say X is Bad fix it. Say X is bad because of X,Y,Z . Then we can start to have a meaningful conversation. It should be noted naturally all suggestions cannot be implemented but we will keep them in mind for a possible addition in the future depending on scope budget etc.


Vehicle AI Progress


Development Update from Jun 13, 2024
https://youtu.be/6zz49hElQa8?t=1032

In the past we have gotten feedback about how our vehicles were lackluster or for a better word "Crappy". Last Thursday we transitioned the engine to 5.4.2 to take advantage of the latest Chaos Destruction(Production Ready now) and Chaos Vehicle changes.

Today i will be presenting the progress we've had in the last week R&Ding the new vehicle physics and adjusting as needed. A lot of time went into learning how Chaos vehicles operate and how to write an AI that understands things like steering, throttle and a break to accurately navigate our growingly complex world.

[h2]What is Chaos Vehicles?[/h2]

https://youtu.be/-lkEOEEKYD0?t=63

[h2]What is Chaos Destruction?[/h2]

https://youtu.be/u3ktiewcLpo?t=32

Note: we will not be allowing full destruction but like mentioned in the last update on Youtube partial destruction in the terms of street lights, fences, walls etc. Preplaced assets in the world to make areas like the center park in Treasure Island far more dynamic so vehicles and explosions can affect the world.

[h2]Day 1 of Chaos vehicles: 🫡 [/h2]
https://youtu.be/iAr8f14BjLQ

[h2]Day 2 of Chaos vehicles: 🫡[/h2]
Still very much a work in progress. We are still writing a brand new vehicle AI using Chaos Vehicles from the ground up. Its certainly not plug in play in any capacity. We are effectively starting over from scratch for Vehicles
They still struggle deciding when to turn so we are boasting their turn ratio more when the system detects they need some "arcade" level of control to allow them to make tighter turns.
Arcade level dynamic turning will not be allowed in Operators that are controlling a vehicle directly btw
We hope to wrap up the basics of turning accuracy/general movement with a single unit in the next 24-48 hours(Mondayish)

https://youtu.be/ZNpZcWiNCg8

[h2]Day 3 of Chaos vehicles: 🫡[/h2]
-Improved (though not yet fully fixed) angling 'too far ahead' of next move waypoint
-Turn assist improvements at higher speeds for more reliability
-Improved (though not flawless, sometimes it can bump into things in this move) obstacle avoidance
-Better brake logic

Still needs improved reversal logic, proper handling when starting up a move order in a difficult spot, better 'prediction' of upcoming sharp turns, and more improvements to obstacle avoidance.

https://youtu.be/l0gqf7HD9f8

[h2]Day 4 of Chaos vehicles: 🫡 [/h2]

Predictive braking improved and considerably more functional
Obstacle avoidance improved (though far from perfect)
'Forward adjust' for determining 'face location' reduced to better account for more accurate braking/turning

The improvements here result in cleaner movement, though:
"Braking Speed" is too low. Need to investigate how to dynamically determine what speed would be good for turning (you can see on the long straightaway that we go too slow for awhile)
The more accurate adherence to the 'move waypoints' results in some other issues where obstacle avoidance has to assist
Obstacle avoidance has some shenanigans still, though

Some of the movements are cleaner, resulting in other issues being 'surfaced' that need fixing. Going to be doing more studying to fix this up further, but an example of what's going on:

https://youtu.be/hggSi5WZyEA

[h2]Day 5 of Chaos vehicles: 🫡 [/h2]

Improvements to minimum speed for turning sharp turns and very sharp turns
Improvements to obstacle avoidance to be considerably more reliable while also not fighting existing turn logic

Today had a lot of time spent working on some other resources in prep for making the system more modular and so forth, though still got in some time to improve obstacle avoidance and minimum speed. Results speak for themselves!

https://youtu.be/QlLoQ8b7uYs

[h2]Day 6 of Chaos vehicles: 🫡 [/h2]

-Obstacle avoidance tweaked:
=Tries to better account for direction we need to go, rather than just obstacle relative to front of vehicle
=Slight 'angle adjust' for obstacle detection trace in direction we want to go (instead of purely forward)

Not drastically improved, but better able to handle more obstacles. Far from perfect, but a step in the right direction!

A lot of dev time is still going into some of the 'framework' or R&D rather than the actual behavior, which is why the behaviors don't improving as quickly as in the first three days: we're still working on this, rest assured!

https://youtu.be/6QI7DcCj3MQ

[h2]Day 7 of Chaos vehicles: 🫡 [/h2]

Been awhile since the last visual update, but we have been working on it!
The 'less visible' side of the work has been integrating the AI into Unreal's own pathfinding systems - which comes with benefits such as allowing the vehicle to dynamically re-path for example.

For something more visible: been working on improving obstacle avoidance, and (subject of the GIF here) with Dimitry's help both 'bumps in the road' and incline-handling have been greatly improved!

https://youtu.be/o30E12V81JE
https://youtu.be/mpwK0Er_OYw

[h2]Day 8 of Chaos vehicles: 🫡 [/h2]

Another update! (also timelapse, sorry, file's too big if I don't)
-'Predictive' braking logic: the 'cyan sphere' in the GIF represents about where we'll reach a good 'turning speed' if we start holding down the brakes. You can see that when the sphere reaches a turn, the vehicle starts to slow down to ensure we'll be at a good turning speed when we reach it!
-More obstacle avoidance improvements

Doesn't handle everything perfectly, but is also better equipped to deal with situations where it ends up stuck. Plus (though not in the above GIF) is equipped with some basic 'reverse when stuck' logic, too.

https://youtu.be/W75KPCA_fKI

[h2]Day 9 of Chaos vehicles: 🫡 [/h2]

A non-timelapse one (though had to drop the quality to make it fit)!

-Some basic reverse logic works when starting up move orders, for 3-point-turns and the like
-Obstacle avoidance uses a bit more logic and tracing to try to figure out the best way to turn (instead of just going off of 'which side is the obstacle on')
-Obstacle avoidance 'steering' is reduced at high speeds (to avoid spinning out)
=And obstacle avoidance checks go 'further out' at high speeds
-Some other obstacle avoidance bugs/issues were ironed out, too

https://youtu.be/5p2-W6F1VY0

Conclusion:


This concludes the last week of progress we've had on the vehicle. We will continue to tweak and R&D the vehicles as they stand till they are perfect. As seen in the last video(Day 9) turning needs some adjustment and some corrections are still needed before we scale up the tests with multiple vehicles and start implementing a custom "avoidance" system to stop vehicles of differing move orders from crashing into each other when possible.

The Development update video linked above will have further details. After all of this is implemented we will convert all current vehicles to this system and implement the Abrams, MLRS and Bradley to officially start the CERC/Doctrines card outlined here.

https://cepheusprotocol.notion.site/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08?p=633fd2afddcd45df9fcf351b62e73647&pm=c



Patch - 1.3.2.6.8.16.15.9

Cepheus Protocol Project Update & what's Coming!


https://youtu.be/6zz49hElQa8

[h2]New Global Lighting [/h2]


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]
https://steamcommunity.com/games/2116560/announcements/detail/4170971564134282187
https://steamcommunity.com/games/2116560/announcements/detail/4151834437161559310

    TLDR
  • New Smaller (Urban Themed) Evac building that is effectively flares thrown in a circle marking a civie evac point. This smaller evac point will allow you to either go with the large helipad when you have more space/you want the ability it has to repair/rearm/refuel if you cycle its mode when you need those features.
  • Holding Area XL - Houses 250 civies now
  • Holding Area normal - houses 40 civies now
  • Active Intake is increased to 6 from the Civilian Admin Center
  • Zone Card replacement
  • Double Chinook Evac
  • New Class Weapons/Balancing
  • Vehicle Gas Rebalance
  • Unit icons are now shift/ctrl clickable (Added from a community suggestion from a previous community sit-down)
  • New World Lighting System
  • All Spotlight restrictions removed + new 360 CERC light added
  • Performance boasts across the board
Please note the following going forward (Restart your game/steam to get the update if needed
[/expand]
General Development Updates

[expand]
https://youtu.be/zZA_1INK--I?si=Dx1YWTyRQzPhzgq2
https://youtu.be/dJogCEPsYHU?si=6eJNQoJyj3uQJahl
[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 - 1.3.2.5.16.2

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]
  • Set up several mouse widgets to properly respond to HideUI. Set up HideUI and toggling-to-Operator to cancel out any lazes (ammo call in, engineer, etc.) or builders too
  • Updated Atlas to also be recruitable from the Motor Pool. And updated its hovertip to reflect that it now has a Guard Tower configuration, too
  • Implemented some speculative fixes to stop the rare 'power widgets appear even when powered' bug
  • Fixed some World Buildings that had duplicate devnames (errors like this mess with civilian counts when loading saves).Also boosted the strength of the warning that you get if you save while there are duplicate World Building devnames, so they will be harder to miss
  • Fixed Chelsey System 'GetPlayerZonesForAssault' erroneously not returning any Score values, which broke Assault orders for Civilian factions in some cases
  • Added a check to remove some avoidance logic for civilians who are moving to Evac Choppers, to try to relax some civilian traffic jams
  • Fix added for the target zone in 'evac to other zone' logic sometimes getting 'reset' on load
  • Small cleanup to the Game Over widget
  • Engine updated to 5.3.2
  • Updated the Game Options category to lock out the Sliders from running ValueChanged if Initialized is false (5.3 change caused the ValueChanged to fire off as soon as they initialize, even before the widget as a whole is ready, so new check was needed for 5.3 so settings don't get reset upon opening this category)
  • Fixed the SecondaryScreenPercentage setting in the Advanced Options (previously wasn't working)
  • Fixed the custom game settings display erroneously displaying a custom Leviathan Start Day as one more than it is
  • Fixed up the Leviathan Incubation Rate to be called 'Leviathan Incubation Time' in UI, to be more clear to users
  • Adjusted the Alcatraz dock to try to reduce clipping issues.Also adjusted Carrier docking rotation speed to be faster when aligned with the docking spline (not perfect but seems to function)
  • Some fixes to camera 'inside of something' check firing off incorrectly (this seems to have been the primary cause of quick 'camera blips' occurring when zoomed out a decent amount)
  • Improvements to Helicopter loading to prevent them from 'breaking away' from a Carrier they've landed on, when loading a game
  • Speculative fix for this crash https://discord.com/channels/469412014427602944/1227531523604090974/1227531523604090974
  • Removed C++ offsets for spawning DNA meshes, so DNA won't 'float slightly off the ground' anymore
  • Improved DNA spawn trace logic to reduce cases of 'DNA floating high in the air'
  • Fixed multi-gate upgrade (from selecting multiple walls) not functioning
  • Weapon rebalance, fixed improper range and damage fall offs for 80% of infantry weapons need to test the others more. but this is a more reasonable change. snipers will feel more useful for long range
  • Updated some mortar rotation target logic to account for attach parent rotation, if the mortar has an attach parent (ex: Cerberus Mortar). This fixes Cerberus Mortar barrels seemingly 'facing the wrong way'
  • Improved some focus logic to skip setting of focus actor if it's the same as the current for the requested priority, or setting the focal point if it's within .5uu of the current focal point for the requested priority (should save performance)
  • Fixed single-unit non-run move orders causing a 'temporary run state', which also caused them to stop shooting for a second if they were in combat!
  • Fixed Scientists not having radial vision
  • Used the updated WeaponSightRange to allow Scientists to see at least 6000uu even when equipped with the Flamethrower (which doesn't have that range)
  • Updated Flamethrower to have 1800uu range (instead of the miserable 800uu it had)
  • -Fixed up some Fire Damage logic to be more reliable
  • Lowered Flamethrower damage (now that it's reliable, it's very powerful)
  • Also lowered fire effectiveness against regular characterss
  • Boosted 'max fire stacks' on structures to 20 (from 5). This also means that infected pods can show their full burning effect now
  • Updated the LCAC's description to not say that it transports vehicles (since that functionality isn't done yet)
  • Improved LCAC 'make it onto land' logic to smooth out the transition somewhat and reduce 'failure states'
  • LHA6 'rear door' open/close logic.
  • LHA6 Visual improvements, to show up to two of the garrisoned LCACs inside the LHA6, instead of hiding them
  • Speculative crashfix for civilian gate getting landscaped as soon as it gets marked as landscapable due to civilian base main building destruction
  • Non-hostile civilians no longer block construction
  • Speculative fix for helicopters 'rotating oddly' when told to land on certain things
  • More speculative fixes for helicopter 'dump garrison' crash
  • Fixed an error in Chelsey's stuckwarp logic that would cause her to always return to her spawn pos instead of the nearest stuckpoint, if any stuckpoints exist
  • LCAC amphibious movement improved: should be less likely to just 'stop' on shore instead of properly continuing to their land move target, after landing
  • Added Build menu icon for Winters.
  • Fixed m110 fire animation
  • Spine thrower defensive structure fire rate lowered
  • Fixed a police station in TI G7 (Blue Crest Estates) not properly being tied into the civilian pop
  • Added some improved number-checking for number of civvies to send to evac chopper
  • Added an additional set of checks for civvies in a holding area that need to 'transit' over to Evac mode, to prevent potential 'holding area hogging' Result: Numerous 'traffic' issues with evacuation have been resolved!
  • Some speculative fixes to make the Mesh/Move tickrate updating be a bit more accurate based on LOD so animations should look a lot more appealing overall
  • Fixed an issue with evacuating/managed civilians sometimes loading into a zone without properly registering with the civilian admin
  • Fixed nav size for Avenger Turret so units are much less likely to get caught on it
  • Added some fixes for civilian 'transfer between zones' to prevent civvies getting stuck in an 'evac limbo' and refusing to do anything
  • Presidio Grid 4 landscape and road clean-up + Asset Z axis readjustment
  • Updated the 'Building was destroyed' notification to also include the name of the zone it belonged to
  • Fixed the 'evac icon' remaining over a building if you shut down Civvie Intake in a zone (or the Admin building gets destroyed in said zone)
  • Updated the LHA6 to have an 'overhead icon' like regular units
  • Fixed an attachment issue with the 'mast' building for the Carrier
  • Updated interaction widget to support 'longer distance mode distance' for the Carrier's sake (so that the widget won't be constantly showing when you're relatively close to it and don't have it selected)
  • Updated interaction widget to support a 'simple mode' for the Carrier's sake
  • Updated interaction widget to have a 'height offset' for the Carrier's sake (so the widget doesn't appear 'in the water' but near the top of the mast)
  • Infected Walls now give no money on kill. They now only give doc exp.
  • Fixed an error from the LHA6 interaction widget improvements that broke Garrison widgets for other actors
  • Fixes for civvies sometimes 'moving between multiple helicopters indecisively' when evacuating
  • Fixed a major math error with a for loop in 'distance calculations' for multi-evac pad setups (likely cause of a hitch or two)
  • Removed some extraneous crowd following adjustment when degarrisoning units from holding areas for evac
  • Updated civvies to prefer closest helipad w/ helicopter when exiting a holding area to evacuate
  • Updated 'helicopter selection' for civilians to better account for 'already taken seats' (using some of the newer Garrison tech), so civilians will start to spread out to other evac helicopters more quickly and efficiently as the number of seats on landed helicopters get 'claimed' (even if not sat in yet)
  • Fixed a building in TIG8 (Point Hill) that could release civilians into a completely fenced-in area
  • HideUI support for construction holograms
  • Some fixes for LCAC 'moving from land onto water' to properly get the boat spline when exiting land
  • Renamed the 'Civilian Evac Income' custom difficulty setting to better indicate to the player what it means and does (it's the monetary reward value for every evacuated uninfected civilian!)
  • Landscape cleanup and asset readjustment for Presidio Grid 6
Please note the following going forward (Restart your game/steam to get the update if needed
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General Development Updates

[expand]
https://youtu.be/zZA_1INK--I?si=Dx1YWTyRQzPhzgq2
https://youtu.be/dJogCEPsYHU?si=6eJNQoJyj3uQJahl
[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
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