Range Finder System: When having a unit selected and hovering over an enemy the game will show you if the current unit can see the target and how much closer you would need to get to shoot/attack. This expands to vehicle weapons as well!
Main Menu Progress
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"] Bundled in this update: https://steamcommunity.com/games/2116560/announcements/detail/3654159407915528195 https://steamcommunity.com/games/2116560/announcements/detail/3654160041521747137 https://steamcommunity.com/games/2116560/announcements/detail/3654160041524360867 https://steamcommunity.com/games/2116560/announcements/detail/3654160041535428998 https://steamcommunity.com/games/2116560/announcements/detail/3641776412140897761 https://steamcommunity.com/games/2116560/announcements/detail/3676680576861314855 https://steamcommunity.com/games/2116560/announcements/detail/3676680576885849873 https://steamcommunity.com/games/2116560/announcements/detail/6611902998214521621
New menu clock SFX added
Custom Game settings added for Starting DNA
Custom Game Settings added for setting the cost of Shreader rounds
Fixed Shredder Rounds purchase just consuming money instead of DNA
Added a 'Playtime' indicator on save slot widgets
Updated the Weapon Range Indicator's visuals to indicate being blocked by 'shortening' the lit up part of the bar to match the block location
Added 'in-garrison' weapon range displays, for units that can shoot out of garrisons.If their 'angle lock' stops them from shooting (i.e. their seat won't let them turn that far), they will not show the range indicator
Weapon Range Indicators now have different colors if representing multiple weapons on a single unit
Weapon range indicators for multi-weapon unit setups now have slight offsets (to indicate the separate weapons and their ranges)
Crashfix added for multi-weapon unit setups for weapon range indicators
Updated the main water tile in the Calypso landscape to use the WaterBodyCollision and not be set to be 'step up on' enabled (hopefully stops units sometimes thinking that's valid land to 'land on' during safety checks?)
Removed laser sights and vision visualization 'cones' for characters
Tracked down a broken reference in the ShopsCanvas that was preventing Civilian Admin sub-buildings from being buildable
Made spacing more consistent on the recruit popup
Updated splash
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
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 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
We will be live on Youtube and in our Discord AmA channel for those wanting to listen in on voice.
Every Saturday, we will take the stage and communicate with you directly. We'll discuss what happened that week, address any issues, changes, etc., and potentially talk about necessary changes for the next week. These will take place on Discord & Youtube.
Early Access Dev Report (July 16 - July 22)
We will be live on Youtube and in our Discord AmA channel for those wanting to listen in on voice.
Every Saturday, we will take the stage and communicate with you directly. We'll discuss what happened that week, address any issues, changes, etc., and potentially talk about necessary changes for the next week. These will take place on Discord & Youtube.
Patch - 1.2.7.17.9.3
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
Week Goals:
This week our goal is to wrap up 1.2 on experimental expect a few days of bleed over possibly if any fatal bugs/issues are encountered.
The next 2 days will be Rioting/Non-Lethal Weapons in the form of the Bean bag Shotgun. Then Dynamic Civilian Groups will form that hate you if you ignore their rioting when a zone enters yellow status for too long or you declare martial law for to long. (Up to Wednesday-Thursday)
The following 2-3 days will conclude 1.2 with Civilian Automation & Evacuation.
If a zone is set for intake based on ROE the zone will follow a preset template you can customize.
You will be required to station a scientist at the zones Civilian Admin structure with the detection weapon or build detection towers at these points to determine infection status if research allows.
Base templates:
Unknown -Cage -Wait (Wait 8-16 minutes to determine if infected)
Infected -Euthanization -Shoot on sight -Turn away
Not infected -Holding area (Till Helicopter arrives) -Helipad
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Further Optimizations to the Anim Blueprint based on profiling data
Removed all bodies and blood decals from Treasure Island Levels. (To Prepare for Dynamic placement in the future)
Converted 12,873 assets to removable clutter; on Angel Island and Treasure Island, so far. More conversions to follow.
We now turn off Infection Structures ability to hear and see via a new thread to save performance if no CERC unit is within 20k UU. This should improve the reliability of vision and framerate improvements in mid to late game.
Fixed up some AnimInstance_Base C++ logic in relation to mob units, as well, so Mob Units properly recognize which unit is their owner, instead of being 'unowned' and thus always standing still or walking
Evac load fix to try to stop some civvies from going to the wrong evac pad when loading saves and getting 'stuck'
Melee Expliot for Infected fixed that could cause them to double melee
Rioting system improvements
Suppressing a riot via stamina damage (right now, only way to do this is with sandbag shotgun) will now lead to Riot Suppressed for that Civvie Spline: it will not resume rioting until 10 real life minutes pass (accounting for slo-mo, etc.)
Rioting civvies will harm your reputation in a zone. This stops when riot is suppressed.
'Last riot suppression time' (for the 10 min cooldown) saved/loaded
Fixed CERC solider aimnode being to "responsive" at times
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
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 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.
Week Goals:
This week our goal is to wrap up 1.2 on experimental expect a few days of bleed over possibly if any fatal bugs/issues are encountered.
The next 2 days will be Rioting/Non-Lethal Weapons in the form of the Bean bag Shotgun. Then Dynamic Civilian Groups will form that hate you if you ignore their rioting when a zone enters yellow status for too long or you declare martial law for to long. (Up to Wednesday-Thursday)
The following 2-3 days will conclude 1.2 with Civilian Automation & Evacuation.
If a zone is set for intake based on ROE the zone will follow a preset template you can customize.
You will be required to station a scientist at the zones Civilian Admin structure with the detection weapon or build detection towers at these points to determine infection status if research allows.
Base templates:
Unknown -Cage -Wait (Wait 8-16 minutes to determine if infected)
Infected -Euthanization -Shoot on sight -Turn away
Not infected -Holding area (Till Helicopter arrives) -Helipad
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Made LERP adjustments for all Calypso world buildings. Also made modifications to the landscape LOD and collision settings to match those of other levels. (eg treasure island)
Updated Animation Systems to be more performant with a C++ base
More Adjustments to Angel Island world building LERPS + Asset conversions to landscape objects
Fixed an issue that broke civilian evacuations and sometimes move orders
Set proper default values in the MasterCharacter_AnimBlueprint so regular civilians aren't always rioting, and so mob meshes don't look like they're 'armed with invisible guns'
Civilian now have stamina stat that non-lethal weapons target
Set up an Ambient Civilian Spline response to stamina hitting zero (from nonlethal weapons), to make rioters disperse
Set up Civilians to no longer flee from hearing nonlethal weapons being fired by making nonlethal weapons say 'RiotGearFired' instead of 'WeaponFired' in their SoundTag
Added ability to target any civilian with a right click
Fixed up several Civilian classes that weren't properly set as 'preset gender' (since now each class is predefined to be male or female, with Preset being false, they were sometimes getting first names of the opposite gender: this should now be fixed)
Special infected changes:
Spitter acid damage decreased from 40 to 20
Spitter acid attack range decreased from 1500 to 850
Unit targeting priority changes:
Spitter threat level increased by 15%
Blow up guy threat level increased by 25%
Sparrow damage intake buffed by 20% overall from bullets
Guard towers:
Towers damage resistance from bullets increased by 35%
Fixed a user reported crash that occurred when loading their save file
Additionally, in the Raven subsystem, fixed an issue that caused massive 'multiplication' of Raven nests
Fixed a Raven saving issue Result: Loading of saves with 'runaway raven nests' should no longer crash or cause major amounts of 'nest buildup' in a single area (which could also poorly affect perception performance)
Fix for being able to recruit faction civilians before they are allied with you
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
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 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
We will be live on Youtube and in our Discord AmA channel for those wanting to listen in on voice.
Every Saturday, we will take the stage and communicate with you directly. We'll discuss what happened that week, address any issues, changes, etc., and potentially talk about necessary changes for the next week. These will take place on Discord & Youtube.
Patch - 1.2.7.17.9
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Various behind the scenes Timer checks were spread out over MS's to stop the game thread from being choking out.
UpdateSeenList update: turns off when not needed, instead of always running
Optimized Ambient Civvie Spline visibility by adding threading support
Safety check for World Building LERPs, adjustment of vehicle nav volumes, and conversion of assets into landscapable objects for Angel Island Grids 1-3
Added 'SharedStimulus' logic (akin to SharedVision) - currently only used by Ambient Civilians - to replace the fact that VisibilityTriggers are no longer handled via Perception Result: Ambient Civilians seem to function mostly as before, but perception system has a lot less pressure on it now
Crashfix for potential 'infinite loop' for UnitMovers getting stuck going between devirtualized units spawning+monitoring
Reduced number of sight queries-per-update to 4K (from 8K), to try to reduce CPU strain
Fixed Speakers for vehicles registering as vision stimulus
Set up untargetable Civilian clutter+walls to 'deregister' from Sight once revealed, so they stop taking up queries
Fixed Camo not applying to Merlin.
Fixed Camo not applying to MUTT/MULE.
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
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 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
We will be live on Youtube and in our Discord AmA channel for those wanting to listen in on voice.
Every Saturday, we will take the stage and communicate with you directly. We'll discuss what happened that week, address any issues, changes, etc., and potentially talk about necessary changes for the next week. These will take place on Discord & Youtube.
Patch - 1.2.7.17.6
Support Packs:
From the DLC Poll we have decided to add 3 basic paid Vehicle camo support packs and one free pack based on the feedback we received from you guys.
Post Modern Free Pack
NATO Collection is now released
As an optional way to support development and get a few cool camo's for all ingame CERC vehicles
We plan on 2 more camo packs coming out in the next week or so as optional ways to support development and get cool skins in return!
Classic Wars Collection WWII Olive Drab Vietnam GS Tiger Stripe The Gulf War Desert Storm Camo
Modern Collection Elite Black Camo Blue Urban Night Digital Camo UCP Modern Camo
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"]
Updated NewBaseVehicle On Death functions to fix mesh swap and material assignment. Added a BP event for post-death effect setup.
Updated On-Death effects of Helicopters to fix Rotors turning into a solid black disc.
New Helicopter Destroyed meshes added for Merlin, Scout Drone, Shawnee & Sparrow
Physics added for the destruction of Helicopters
3rd person camera placement polish
Minor Improvements to Helicopter Death effects, materials and physics.
Fixed helicopter end and start points that were causing some airborne callins to get stuck out of map on calypso
Set up the Max Ambient Civilians setting to default to 90 (from 180)
And make outdated saves (game options saves made before July 12, 2023) get forced-set to 90 Max Ambient Civvies, with two checks in GameOptionsV2 and one in the GameInstance BP
Set up a 'delay' for perception re-enablement when a unit's shared vision leader is lost
And set up a similar (shorter) delay for UnitMovers to 'reselect' a vision leader, to reduce the amount of pressure from perception sharing shifting
Engine Garbage collection rate increased
Devirtualized units will now queue for movement orders on spawn instead of spamming the CPU all at the same ms. Will increase performance across the board Added more Base meshes for Procedural Building generation. Built-in walkways with stairway access.
Spine Turrets now hide under the map and reappear when you enter near a zone they are guarding
Optimizations to Spine Turrets causing massive FPS drops in mid-late games
The amount of vision traces ingame have been increased to 150 across all units.
Fixed Incorrect Camo Tiling in some cases for Merlin, CROWS Turret, and MUTT/MULE.
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
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 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"]
Early fixes for faction logic for Calypso helping command post capture points (for factions beta) to properly shift color for initial capture
Early pass on vehicle camo update to make sure it applies to their weapons
Implemented speculative safety (cooldown on 'FinishTunneling' calls for Leviathan) for this crash: https://discord.com/channels/469412014427602944/1126625896078528522/1126625896078528522
Added some additional PicketSign support (for the future)
Fix to turret updating calls from NewBaseVehicle to prevent overrides of a camo update handler function from 'skipping' turrets (fixes Humvee not updating its turret's camo, for example)
Speculative fix for https://discord.com/channels/448343799140319232/453239225526255626/1127004520006832258
Fixes to localization references for base game camo
And fixed CERC Blue missing a thumbnail (which could cause duplicate entry)
Set up Atlas modules to have camo support
Set up HEMTT to destroy ammo runners instead of kill them, when killed (since death for some reason wasn't working)
Updated some grammar on several tips, redid some old tips, and removed or redesigned some that seemed redundant
Calypso map used to fail to initialize InfectionZone widget on a new file until you moved the camera to another zone. It now is able to initialize immediately (since player cam overlap check was occurring before InfectionZone beginplay 'initialize build location mesh' loop ran)
Quick update to NSF Spawn Nodes to also apply the fix I did to the other maps
Fixed the Weapon.cpp using 'BrassEject' in one place and 'EjectionPort' in another place for shell casing spawning (unified to 'EjectionPort', which is the socket name on the AK)
This seems to have also fixed the 'floating shell ejections' bug
Fix for 'infection zone distance check' failing after earlier build location mesh fix
Fix for spine turret/infected wall construction limits being bypassed
Updated Unit Movers to devirtualize most of their units with perception off, to try to save performance (they'll enter Shared Vision anyway, so shouldn't make a gameplay difference, but hopefully will make a performance improvement)
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
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 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