Patch - 1.3.2.6.8.16.15.12 Goldencrest Island is now live!
New Map Goldencrest Island
Historical Roots in the California Gold Rush
Goldencrest Island, located off the coast of San Francisco, has a rich history that dates back to the mid-19th century. Discovered during the height of the California Gold Rush, the island quickly became a bustling hub for prospectors. Early settlers named it Goldencrest due to the island’s hilly terrain, which was believed to contain rich veins of gold, due to the fact the hills seemed to sparkle when the sun fell. While large deposits were never found, the name stuck, symbolizing hope and prosperity.
The island was taken over by the US Navy and served as a checkpoint for ships coming and leaving San Francisco during the California Gold Rush and the American Civil War, as the state's population boomed.
World War II Military Outpost
Fast forward to the early 1940s, Goldencrest Island took on a new, strategic significance. During World War II, the United States military established a significant outpost on the island to defend the West Coast against potential Japanese attacks. The island was fortified with bunkers, anti-aircraft guns, and a small naval base. Soldiers and their families lived on the island, creating a tight-knit community amidst the ongoing war.
Post-War Abandonment
Following the end of World War II, Goldencrest Island's military significance dwindled, and it was eventually abandoned. For over fifty years, the island remained largely untouched, a forgotten relic of a bygone era. Nature began to reclaim the land, with the once-bustling outpost transforming into a ghostly, overgrown reminder of its past.
Modern Renovation and Revival
In the early 2000s, interest in Goldencrest Island was rekindled by investors and developers who saw potential in its prime location and historical charm. A massive renovation project was launched, aimed at modernizing the island while preserving its historical elements. Over the next two decades, Goldencrest underwent a dramatic transformation.
Today, the island boasts high-rises and luxury apartments that offer stunning views of the Pacific Ocean and the San Francisco skyline. It has become a hotspot for beachgoers and tourists, with pristine beaches, upscale resorts, and vibrant nightlife. Offshore gambling facilities have turned Goldencrest into a mini Las Vegas on the sea, attracting visitors from around the world.
Despite its modern amenities, Goldencrest Island has not forgotten its roots. Historical tours and museums dedicated to the Gold Rush and World War II periods offer visitors a glimpse into the island's storied past. The blend of historical preservation and contemporary luxury makes Goldencrest Island a unique destination, celebrating its rich heritage while embracing a vibrant, modern future.
Upcoming Content and Performance Enhancements
Preloading New Content: This patch includes significant changes that lay the groundwork for exciting upcoming features. We've preloaded assets and systems to support new vehicles and Operator content, which will be rolled out in future updates. This ensures that when the new content is released, it will integrate seamlessly with the existing game environment. It is 4.9 GB in size.
Performance Improvements: We've begun leveraging the latest performance enhancements offered by Unreal Engine 5.4. By optimizing various systems, converting more assets to Nanite, and tweaking materials for better LODs and HLOD utilization, we're already seeing improvements in the game's performance, making it smoother and more efficient. While we're still exploring the full potential of these tools, the progress we've made so far is already enhancing the current content and laying the groundwork for the new features we have planned. You should expect a solid 40-60% performance boast depending on hardware!
Patch Notes
(Click Show details for a full breakdown of the changes)
[expand type=details]
New Features
Minigun added to the Heavy.
General Fixes & Improvements
Fixed translucent glass materials not interacting with fog properly.
Fixed various LODs and enabled Nanite on several meshes.
Enabled Nanite on OpenWorld landscapes.
Slightly optimized post-process effects.
Updated HLOD setup.
Fixed various invisible objects.
Added translucent glass LOD materials to world vehicles.
Adjusted scalability.ini settings.
Various optimizations throughout the game.
Added performance cost graphs to the options menu.
Building & World Adjustments
Lerp adjustments to re-imported building BPs.
Fixed traffic light orientation.
Fixed buildings that were offset by re-import.
Fixed dual Lerp positions that were offset on re-import.
More adjustments to world-building BPs.
Adjusted Lerp positions for the Police Station in Grid 7.
Fixed overturned fences on the TI Power Plant, renamed them, and adjusted collision/nav blocking.
Rebuilt navmesh after these changes.
Rebuilt collisions for road bridges in Grids 1, 7, and 8.
Rebuilt navmesh for the large mansion in Grid 7 (Chelsea's House).
Fixed more spline mesh alignment issues caused by the UE 5.4 update.
Progress on landscape detail pass, adding cliff meshes to elevations and nav modifiers for better navigation around verticality.
Expanded water to reach further into the backdrop.
Adjusted size of nav mesh bounds to envelope the entire island, including the path spline for the Carrier.
Further refined the beach landscape for smoother transition points (LCAC still erratic during transitions and random instances over open water).
Lowered the continental shelf to create more room for the Carrier to 'float'.
Rebuilt open-world landscape Nanite data.
Added Calypso landscape to be Nanite-enabled.
Calypso/Goldencrest Island Updates
Nav fix for Calypso.
Fixed up the Carrier to have a proxy movement volume and base, then rebuilt navmesh.
Fixed errors in the level graph.
Fixed several duplicate world-building names.
Fixed FOW volume size.
Fixed collision complexity settings on some build location meshes (with one mesh still having errors).
Fixed issue with a Location Volume's collisions not registering in Unreal.
Fixed ambient splines not having world buildings assigned to them.
Made adjustments to all ACS in Calypso.
Tested location volumes for errors.
Set up city lighting for the metro area of Calypso.
Fixed Calypso G7+G8 not being part of the Calypso Landmass (impacting evac and infection spreading systems).
Updated Calypso's user-visible name to Goldencrest Island.
Updated the description in the Main Menu for Goldencrest Island.
Old saves will still show 'Calypso' in the Load Game menu but will function correctly.
Speculative fix for shared vision dependent crash.
Fixed autosaves not working in Goldencrest Island.
Added a large water plane underneath the water tiles.
Fixed collision issues with removable fence assets.
Updated the minimap for Calypso ~Derek.
Updated Calypso City lighting and tree placement progress.
Commit of build machine stuff ~Derek.
Fixed navigation being missing for proxy movement for LHA6 (allowing movement and landing on the Carrier again).
Please note the following going forward: Restart your game/steam to get the update if needed
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. View the Roadmap
Ways to Support Our Development
[expand type=details] Your support helps us grow the team and create a better game for everyone!
Show your love for Cepheus Protocol with our official merchandise! Every purchase directly supports the development of the game.
Cepheus Protocol Anthology
Immerse yourself in the gripping narrative of the Pangu Virus outbreak through multiple perspectives. Follow the dedicated heroes of the Center for Epidemic Research and Control as they battle to contain a devastating alien virus that transforms innocents into terrifying creatures of unimaginable power.
Watch the First 40 Minutes of Cepheus Protocol Anthology Season 1
Get a sneak peek at the intense and dramatic opening of Season 1.
https://www.youtube.com/watch?v=6eWbDibGMrU
If you're experiencing crashes/instability, please try a Steam Verify/Display Drivers update before contacting us.
This week on Cepheus Protocol August 2nd
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
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.
What is Chaos Vehicles?
https://youtu.be/-lkEOEEKYD0?t=63
What is Chaos Destruction?
https://youtu.be/u3ktiewcLpo?t=32 If your getting crashes/out out of memory issues check out this post https://steamcommunity.com/games/979640/announcements/detail/4365760665713106999
Airborne Doctrine Backlog assets
We will be allowing users to customize what weapons appear in what "slots" for each helicopter allowing for in-depth customization on the vast amount of gameplay situations that can occur. A few examples would be mix/matching different weapon combinations based on need.
I.E Missile pods for saturation of an area without a need for accuracy vs say Hellfire missiles which would lock on and track their targets and be fired much slower 1-2 every few seconds. Then you toss in gatling guns/MGS for constant suppression/saturation and you have a party
VTOL
it wil feature an unarmed version and armed version. It will allow you to cycle between hover/flight mode and will not feature any transport capacity for lifting vehicles.
https://youtu.be/E5M-VsOi9o8
Little Bird
Blackhawk
Calypso Valley V2 (Pending Rename)
Originally intended to be a "demo" map only it was repurposed as additional content and for lower spec machines. When we feel the game is more feature complete we will revisit the demo.
I have earmarked some issues/corrections that need to occur on Calypso including renaming the map, some level design changes and bug fixing. I estimate at least till Wednesday to the point we are completely done.
Pass 2 8.2.24
Vehicle AI
Vehicle AI is an extremely slow process of updating references to a new "Shared" Interface/Actor Components. Which meant thousands of lines of code that had to be refactored and reconfigured. We finished the C++ aspect of it earlier this week but now we are working through the Blueprint components and improving/updating logic as we go to better practices. In some cases we are down converting BP logic to C++ for refinement purposes/streamlining the workflow.
Currently the list in the picture shown below is what remains till we can even play in our editor and do the vehicle porting aspect. It's a big step and has taken us weeks to accomplish based on on its sheer size. The Abrams and co will come shorter after all current vehicles are ported over.
So Order of Operations.
Vehicle AI Interface stuff -> Port all Current Vehicles -> Experimental -> Abrams, Bradley, MLRS & C5 Galaxy -> Resume CERC/Doctrines roadmap.
I don't have an estimate yet for this. But we believe it to be quite soon for the porting aspect. We will know more once we fix the remaining compile errors and start testing in our SDK
Last Vehicle AI Video update
https://youtu.be/YMNZ6juA3e0
Coop
Part of the work is also making it easier for me to switch over to road-to-coop which will be a channel that after we "push" all the current vehicles over to Chaos Vehicles i will be shifting over to.
I will effectively be working on systems that are mundanely simple that wouldn't change like Shooting, Health etc. I.E the "Core" components and learning GAS. (Gameplay Ability System) It would effectively make a lot of "abilities" replicated natively and streamline the creation of new ones.
if you want to consider supporting us check out our patreon or Discord pledge system everything helps!
Public Notice on Newer Intel CPU's Crashing/Out of Memory issues
There seems to be a widespread issue with newer Intel CPU's and Unreal Engine games.
We've had several users noticing that they were able to fix the issue by manually adjusting some settings that by default motherboards do that are dangerous to the stability of the engine. As far as we can tell this is a screw-up on Intel's side which is why a lot of gamers are RMA/Returning their Gear for AMD CPU's. I personally had to follow a guide (Post #5) for Unreal Engine developers just to stabilizes our development SDK from crashing for myself.
Excerpt from various sources:
The issues have been reported by users with a variety of processors, including the Core i9-13900K, Core i9-14900K, Core i7-14700K, and Core i7-13700K. The severity of the crashes can also vary by game, with some titles simply exiting to the desktop while others can completely lock up the machine.
Some possible causes of the issues include:
Aggressive settings used by default by motherboard vendors
High default power and current limits
Default loadline calibration for voltages
Motherboard's default "Auto" power and current limits
Some possible solutions include:
Updating your BIOS to include an "Intel Baseline Profile" option, which reverts to Intel's factory default settings for basic functionality, lowers power limits, and improves stability
Manually downclocking or undervolting the Intel processors
Power/current limiting the CPU
Manually setting the power limit to 275–300 watts and the amperage limit to 350A
Tweaking the Load Line Calibration (LLC) to increase voltages
Epic Games, the developer of Fortnite and the Unreal Engine, has also published a support notice advising affected users to adjust their BIOS settings.
Citations on the Internet about it:
Intel's CPUs Are Failing, ft. Wendell of Level1 Techs (Gamers Nexus covering it) https://youtu.be/oAE4NWoyMZk
Official Epic Games Response blaming Intel https://www.radgametools.com/oodleintel.htm
Article on new ASUS Motherboard settings to help: https://www.techradar.com/computing/cpu/been-tearing-out-your-hair-due-to-pc-games-crashing-with-your-intel-cpu-asus-has-a-fix-for-that
Is your Intel Core i9 CPU crashing when playing games? You’re not alone – and Intel’s investigating worrying reports of instability https://www.techradar.com/computing/cpu/is-your-intel-core-i9-cpu-crashing-when-playing-games-youre-not-alone-and-intels-investigating-worrying-reports-of-instability
Ashes of Creation Issues(Another game dev having the issue) https://forums.ashesofcreation.com/discussion/59699/ysk-intel-13th-and-14th-gen-cpus-have-a-lot-of-crashing-problems-especially-with-unreal-engine
Your Intel CPU could be unstable in Unreal Engine games https://www.pcgamesn.com/intel/cpu-instability-games-unreal-engine
There are increased reports of crashing in Unreal Engine games, etc. and Epic is blaming Intel chips https://www.pcgamer.com/there-are-increased-reports-of-crashing-in-unreal-engine-games-etc-and-epic-is-blaming-intel-chips/
Copied from a recent post: https://steamcommunity.com/app/979640/discussions/1/4523386479582238022/
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
What is Chaos Vehicles?
https://youtu.be/-lkEOEEKYD0?t=63
What is Chaos Destruction?
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...
Calypso Update (W.I.P)
Is being updated to support the Carrier and newer gameplay mechanics. We expect the new map on experimental sometime next week. Around July 17th
Open World Update
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.
Day 15
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
Day 18
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.
What is Chaos Vehicles?
https://youtu.be/-lkEOEEKYD0?t=63
What is Chaos Destruction?
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.
Day 10
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
Day 11
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
Day 12
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
Day 13
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
Day 14
The Story so Far
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.
Why are we concerned about this?
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.
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.
What is Chaos Vehicles?
https://youtu.be/-lkEOEEKYD0?t=63
What is Chaos Destruction?
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.
Day 1 of Chaos vehicles: 🫡
https://youtu.be/iAr8f14BjLQ
Day 2 of Chaos vehicles: 🫡
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
Day 3 of Chaos vehicles: 🫡
-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
Day 4 of Chaos vehicles: 🫡
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
Day 5 of Chaos vehicles: 🫡
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
Day 6 of Chaos vehicles: 🫡
-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
Day 7 of Chaos vehicles: 🫡
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!
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
Day 9 of Chaos vehicles: 🫡
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.
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 type=details] 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
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
Ways to Support Development
[expand type=details] Everything goes towards expanding the team and building a better game!
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/
First 40 Minutes of Cepheus Protocol Anthology Season 1
https://www.youtube.com/watch?v=6eWbDibGMrU
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 type=details]
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 [TAG-80]
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
Ways to Support Development
[expand type=details] Everything goes towards expanding the team and building a better game!
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/
First 40 Minutes of Cepheus Protocol Anthology Season 1
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 type=details]
Speculative fix for civvie transfer crash
Fix added for grenade throws 'failing' at some angles due to the grenade trace hitting the grenade in the thrower's hand as they aim
Started improving 'right click move to attack target' logic to block sending units to attack something they cannot damage, unless you have at least one unit selected who can damage it. Including a text popup if you right click to attack something with a selection of units who cannot damage it
Move to right clicked attack target' logic improvements. Formations now will move to the target while being reliant upon at least one of the formation member's ability to damage the target: the move will cancel if that person leaves the formation, dies, or otherwise becomes unable to damage the target (i.e. out of ammo, switched to weapon that cannot damage it, etc.) Additionally, in a situation where not all members can damage the target, the members which cannot damage the target don't get threat boosts towards it
Implemented several improvements to certain 'right click attack target' checks to start adding support for vehicles-with-garrisoned-units-that-can-attack (such as the Ajax or Sparrow)
Added some basic support so if you have a group of units selected including vehicles and right-click-to-target that the vehicles will actually move to attack the target (though not in formation yet)
Some more fixes for 'move to right click target'
Improvements to 'formation pathing' towards 'right click attack target', to better handle moving towards structures more accurately
Adjusted collision on a type of house used in G4 to be more accurate (to not block some projectiles due to its simple collision being too large)
Fixed up some visibility issues on the HUD that blocked parts of the message log. Clicking on notifications to jump to them are much easier now!
Improvement added to civilian unit movers to prevent situations where civilian faction units (guards, scavengers, etc.) all 'stack on exact same spot'
Fixed 'City Saviors' faction name typo
Fixed buildings erroneously getting the *wrong* Zone if near a border, which should fix an issue with Civilian Admin Buildings being 'assigned' to the wrong zone
Fixed units who just spawned failing to hide their unit icon if HideUI was active at spawn time
Implemented a fix for 'selection circles' not correctly responding to HideUI
Keyboard rotation no longer resets camera pitch
Added game option Camera Follow Clipping Allowed. When true, the camera will be allowed to clip into surfaces if you are following a unit (via keybind INSERT)
Speculative fix for crash report from Steam user reported crash. Was crashing when a vehicle was destroyed and units were ungarrsioned(forums)
Speculative fix for rain causing bright flashes in some cases.
Please note the following going forward (Restart your game/steam to get the update if needed
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
Ways to Support Development
[expand type=details] Everything goes towards expanding the team and building a better game!
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/
First 40 Minutes of Cepheus Protocol Anthology Season 1
https://www.youtube.com/watch?v=6eWbDibGMrU
Patch - 1.3.2.5.15
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 type=details]
Attack Move order logic improved to keep formations and make smarter movements
Direct Attack order added that allows unit to move into range of a target you right click + follow said target
Additionally, units in formation should run when moving to a right-clicked target if they are far away. If already in range everyone will just shoot and not attempt to form up unless a move order is required
Units no longer manage attack move 'individually' if part of a grouped move command: instead, the Formation Move Handler will do it. On being given an attack move, the Formation Move Handler will let units (who are already in combat) not worry about moving yet, but those who have started moving will try to stay in formation even upon seeing an enemy, only stopping once every member of the team has started fighting
Implemented some fixes to stop some situations where units would 'move too far towards your attack move target' even when enemies are in the way
Fixes added for various garrisoned poses
Made some adjustments to the North Treasure Island Carrier docking area,
Attack Move: slight 'stuttering' when issuing order while at least one member is already in combat should now be gone
Grenade traces now have a proper radius, preventing them from potentially hitting something thin (like a streetlight)
Fixed the 'formation' getting too far ahead should anyone in the formation enter combat
Fixed some units moving in formation potentially entering 'alone attack move' instead of relying on their formation to handle that logic
Fixed SRP construction obeying a turned off 'landscaping' mode, resulting you not being able to build at some SOCS if you've turned off landscaping mode for construction (which may be confusing if you didn't keep track of that)
Implemented some speculative fixes for 'moving to attack right click target' 'failing' for targeting structures: may not work in every scenario, but it works much better than the previous version did for attacking pods
Fixed a loading issue that could cause infected pods to override their health with a really small value
Removed the old Evacuation Shutdown logic, due to evacuated infected units being dumped onto Carrier deck (with ability to attack the mast) now. This should resolve some people getting 'evacuation shutdown' issues with being unable to set helipads to Evacuate mode
Units will now switch back to their primary weapon when reloaded and down to their secondary weapon
Fixed situations where units would have a reload time of 1 second no matter the weapon
Fixed an 'overlapping reload' issue where animation+timer for reload could 'double-reload', which was especially noticeable on the Engineer's SMAW
Set up speculative fixes for reported crash from here https://steamcommunity.com/app/979640/discussions/1/4032473436325246013/
-Set up the ability to shut down Dynamic Civilian Factions from spawning, in Custom Game Settings
Set up the Carrier to properly supply ammo
Fixed up the Selective Call-Ins button using the wrong image when not open
-Fix for Operator 'mouse showing' breaking if you hide then show UI while in Operator mode
Fixed the Missile Turret wrongly using the MG Turret's weapon type
Fixed up snappoints for wall corners being a bit unreliable
Fixed up gates not blocking construction (though open gates still allow you to 'build through' them)
Armed units sprint - Fixed
Tilt added to in combat strafing.
Fix to Heavy Vehicle damage resist type (Cerberus, etc.) having 85% resist to heavy melee (making them almost immune to juggernauts)
Fixed up issue with Rubble'd walls not properly updating navigation
Added speculative safety for Chelsey to try to make sure she is invulnerable if she loaded from a game while in death regen state
Fixed broken Angel island dock navigation.
Fixed Ravens failing to deal damage
Implemented a small fix to make civilians using evac to not use RVO if they fire off one stuck check to improve evacuations.
Adjusted landscaping size for walls+non-walls in the Sandbagbuilder so that 'floating crates' shouldn't occur when setting down buildings around TIG4
Adjustments to UI to prevent 'clicking on' something behind the widget when closing it
Recruitment menu's remember last options now
Clearing tool improved to better account for higher vertical objects
Added some improved collision updating for the rubble mode/landscape-able mode for walls. Used the above to make sure that civilian gates that are 'rubble-ified' can still be cleared by the landscaping tool
Fixed up 'ammoless weapons' (Scanner, Bunker Buster, etc.) displaying 'low/no ammo warnings' on the Unit Group UI
Additionally, fixed up the Weapon UI in the Recruit Popup and Weapon Market to no longer show a damage graph for 'non combat' weapons, via new bNonCombatWeapon setting in Weapon.h
Fixed units sometimes spawning without their secondary weapon if you customize their initial loadout via the Recruit popup (won't fix units who already spawned without secondary weapon, though)
Fixed not being able to swap back and forth between a non-combat weapon and a combat weapon (i.e. Scientist w/ Scanner+Pistol couldn't swap back to Scanner if you switched to the pistol)
Added some 'non-combat weapon auto swapping' logic: If a unit has a non-combat weapon equipped (such as a scientist with an Infection Scanner), they'll automatically swap weapons to their secondary weapon upon entering combat, then swap back upon exiting combat (if not reloading). This gets overridden if you manually swap weapons, however!
Added a small delay between helicopter spawns if you purchase multiple helicopters at the same time (in order to fix a 'helicopter flying too high' issue when ordering a bunch of helicopters at once)
Improved some AI related to 'move to right clicked attack target' to fix some flaws (mimicking some fixes Attack Move already had, primarily!)
Fixed an issue in Vehicle AI which'd stop them from chasing their right-click attack target once they've entered combat
Improvements to vehicle AI for 'move to attack target' logic, to smooth it out further
Set up some buttons (such as weapon selection in the recruit popup) to activate 'on release' instead of 'on mouse down', to prevent 'clicking through' them onto stuff in the world
Added speculative fix to try to stop evac helicopters from getting 'stuck' on the Carrier's mast
Updated Main menu graphics
Please note the following going forward (Restart your game/steam to get the update if needed [TAG-60]
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
Ways to Support Development
[expand type=details] Everything goes towards expanding the team and building a better game!
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/
First 40 Minutes of Cepheus Protocol Anthology Season 1