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Cepheus Protocol News

Patch - 1.3.2.5.10

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]
Because of the Steam Character limit for posts we have to post the combination of changes in this manner.
Old saves will not work please use the older branch we have put up for those wishing to finish their current games before they try the newer content! 1.3.2.5.6

https://youtu.be/TlVvlSvgDaM
https://youtu.be/afxgSrRyCAc
https://store.steampowered.com/news/app/2116560/view/6128908422933494404
https://store.steampowered.com/news/app/2116560/view/6128908422925588901
https://store.steampowered.com/news/app/2116560/view/4116925200740888918
https://store.steampowered.com/news/app/2116560/view/4170966494033341363
https://store.steampowered.com/news/app/2116560/view/4170966494024344243
https://store.steampowered.com/news/app/2116560/view/4170966494020617300
https://store.steampowered.com/news/app/2116560/view/4020094639157948102
https://store.steampowered.com/news/app/2116560/view/3984063939435935987
https://store.steampowered.com/news/app/2116560/view/6003927834111949610

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 (Bi-Weekly)

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

  • This Saturday, we will take the stage and communicate with you directly. We'll discuss what we've been up to since the last time we've met, address any issues, changes, etc., and potentially talk about necessary changes for the next time we meet. These will take place on Discord & Youtube.





Early Access Dev Report (Bi-Weekly)

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

  • This Saturday, we will take the stage and communicate with you directly. We'll discuss what we've been up to since the last AmA, address any issues, changes, etc., and potentially talk about necessary changes for the next time we meet. These will take place on Discord & Youtube.





Cepheus Protocol In Review 2023 Community Poll

What's on experimental


Do try out the new Hovercrafts/LHA6 & Docking on Experimental!
https://youtu.be/afxgSrRyCAc
https://youtu.be/TlVvlSvgDaM



[h3]Cepheus Protocol Dev Update #18[/h3]
https://youtu.be/dJogCEPsYHU

[h3]Cepheus Protocol Dev Update #17[/h3]
https://youtu.be/rSnhp_xKN5I

In preparation for this year and getting things moving again in early January I'm looking to gather some data on how CP is shaping up from our communities standpoint, what you would like us to do better, what your excited for etc. Please consider submitting your feedback as it helps me prioritize resources accordingly going into next year.

Please do not use generic terms like "Its undercooked/bad etc" Take the time to explain what exactly makes the game feel off to you so we can resolve it. What mechanics systems aren't fleshed out enough etc.

https://forms.office.com/r/PP1Rb2xNKc






Patch - 1.3.2.5.6

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

This is a maintenance patch while we work on the bigger line items mentioned in the last Letter to the Producer read more here. https://steamcommunity.com/games/979640/announcements/detail/3896239307767991985


Carrier Updates:

Functional Carrier movement on Treasure Island. Within the next few days we will work to get some "drag" added and improve the turning. We are aiming for an experimental by this weekend.
What's on our to do list:
  • Keep testing and refining since this is a completely "custom" path finding solution
  • Give the Carrier LOS
  • Make it supply ammo/gas for anything on it
  • Beaching/Docking Logic
  • Winters change
  • Controllable Doors/Elevators
A lot of this will come online at the eleventh hour as the hardest tasks are relating to path finding/movement and just supporting unit movement on a moving object.
Patch Notes
(Click Show details for a full breakdown of the changes)
[expand]
  • Fixed a Mortar autofire crash, from trying to access a null autofire target
  • Fixed a Mortar damage crash, from passing invalid information to repair actor
  • Crash fix for https://discord.com/channels/469412014427602944/1177498515241443422/1177498515241443422
  • Added a 'Specials-Only' targeting mode for the Hold Fire Button
  • Avenger Turret - Adjusted 'weapon attach point' offset so the turret won't clip with its base as much
  • Avenger Turret - fixed the sphere outlines around the turret
  • Avenger Turret - Adjusted some matters for the construction holograms to look a little better (not perfect, may need some mesh adjustments to get these holograms to be correct without too-hacky solutions)
  • Adjusted a Strategic Resource Point in Angel Island that was too close to a fire tower
  • Fixed Mouse Hover and minimap POI for Strategic Resource Points (places where you build SOCs for money)
  • Fixed some distance checks for vehicles not properly differentiating between distance for one weapon and distance for another
  • Fixed selective firing being applied to vehicles
  • Shawnee 30mm: Increased firing angle by 15 degrees (5->20) / Increased rotation speed by 50% (Horizontal 40->75, Vertical 25->37.5) Result: Shawnee 30mm should be considerably more reliable
  • Tracked down an issue where custom field constructs might feed outdated construction data to the Construct Builder. This resolves an issue with Dual Barbed Wire Walls getting offset when construction is complete (though this may not fixed dual-barbed wire construction points that were saved before this patch)
  • Speculative fix for 'accept guardianship' civvies suddenly running off to a world building
  • Minor adjustments to civilian management/evacuation to try to smooth it out
  • Some adjustments to the SUPPLY (scavenging) civilian faction squad order, to make them 'jitter' less when in FOW. Also made them slightly more active in moving around zones, while being less jittery: should be better for performance and appearance.
  • Added Zoom Speed and Minimum Camera Speed sliders to the Game Options
  • Updated the Civilian Holding Area 'list' widget to support mobs/groups of civilians. A mob of civvies will be listed as a 'Group of X' now
  • A mob of civilians won't have a male/female icon listed next to it. The 'capacity' indicator at the top will properly reflect groups of civilians now
  • Updated Tower Guards (both HEMTT and regular towers) to no longer have regular movement enabled (they can still rotate, but no longer do regular movement checks). In a busy save, this ended up saving ~.5ms in-editor
  • Fixed collision on the Guard Tower Atlas that was interacting oddly with the Camera
  • Fixed scaling issues with DNA widgets (and capped size a bit smaller than it was before, for larger DNA piles)
  • Added most infected types, and regular civilians, to perception monitor thread (to save performance cost on perception system)
  • Fixed Ravens blocking camera
  • Our Sight sense now suspends for 2 seconds (instead of FLT_MAX) if it determines there are no queries to examine
    =If queries are added during this suspension, the system properly boots back up after those 2 seconds, and doesn't shut down anymore (previously this period of time would result in 'invisible enemies' until something else kickstarted the Sight sense examination again, such as the spawning of a new unit within sight range of a CERC units (should resolve this report: https://discord.com/channels/469412014427602944/1179623841560019036/1179623841560019036 )
  • Safety added to prevent 'multi-hitting' the same Actor due to hitting multiple components/child actors/etc. that belong to it
  • Check added so that gate doors won't 'intercept' damage for their owning gates, so that absolute radius explosions can reliably damage player gates Result: TUGS should no longer be destroyed if you carpet bomb within its detection radius. Might also be a bit more performant when hitting a group of characters, too.
  • Added save/load of Mortar Auto-Reload and Autofire Active settings
  • Added an extra check for clearing the Auto-Reload button for Mortars, since it sometimes 'stuck around' incorrectly when selection swapped
  • Fixed a crash that could occur when units try to deactivate their perception stimulus component when they no longer have one
  • Fixed an issue with some infected being invisible when civilians look at them
  • -Enhanced 'Are you Sure' setup. Supports a 'second option' (other than No) now. Used this to create an 'Are you Sure' popup when right-clicking regular civilians
  • This popup has a second option "Don't Ask Again" which stops the popup from occurring again (and functions as 'yes'). This "Don't Ask Again" value is saved/loaded (per save file, not in the options)
  • Updated some recruitable civvie units to have the same 'Register for Senses' setup that normal CERC units do
  • Improved safety checks for perception monitor thread to account for new crash https://discord.com/channels/469412014427602944/1180276949709508779/1180276949709508779
  • Speculative fix for mortar crash https://discord.com/channels/469412014427602944/708293877538488410/1180335237511794798
  • Updated Leviathan to no longer block camera
  • Updated several Game Options to have hovertips properly (fixing them, or adding as needed)
  • Hid the Operator Crouch Toggle option for now, since it's not yet used
  • Fixed bridges not properly referencing their mesh (which caused issues with airstrikes not being able to damage them)
  • Fixed a remnant of Zone Capturing sometimes modifying player population capacity
  • Fixed tower guards taking up regular unit population capacity
  • Fixed a potential crash should a unit be destroyed (completely - due to something like falling out of the world, not just death) while selected, due to wrongly trying to update their move preview
  • Fixed the 'status icons' for Unit Group Windows being too large for the newer setup (so if a unit was low on ammo, it should no longer stretch the UI vertically
  • Fixed the Ammo Tent's description (no longer references old system)
  • Line trace added to unit-DNA-drops, to prevent aerial DNA (such as if you kill an LT while they're on a chopper)
  • Updated a Crane mesh to use a non-camera blocking collision profile
  • Fixed not being able to turn off 'evac to other zone' from the Civvie Admin widget
  • Boosted Leviathan start day to 3 for Director's Cut difficulty, and 4 on Recruit.
  • Disabled explosive damage falloff on infected tunnels, so they won't ignore damage from SMAWs (and potentially other explosives) from certain angles
  • Added 'BlockAllButCameraDynamic' collision profile. Used this to make infected tunnels NOT block camera
  • Fixed vision not being properly shared to 'gun-enabled passengers' for certain vehicles (such as the Sparrow helicopter)
  • Smoothed out some of the 'activation' of 'holding area to evac helipad' logic, so civilian evacuations should run more smoothly now
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]