Patch - 1.2.7.9 Dynamic Civilian Groups (Experimental Only)
How to opt into Experimental
To opt into experimental install "Cepheus Protocol Experimental" in your steam library. It is no longer a beta opt in but an entirely new game granted when you purchase the base game.
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Several fixes to Civilian UnitMover (and actual) spawning to make them come from their own buildings (instead of appearing at the infection zone's old capture point)
Added a 'distance check' to Civilian dynamic base construction to prevent them from building too close to the player: they must now build 4000uu away from any player structure (if neutral/allied), or 8000uu away (if antsy or aggressive)
Updated dynamic prefab construction to properly do a 'Other Faction Structures Inside Radius' check, so they shouldn't build their bases on top of the player
boosted the 'range from other prefabs' check by another 3000, to an arbitrary 8000uu distance between prefabs
Updated the 'trade' button on the Diplomacy widgets to disappear if the faction in question is Destroyed
Turned off some debug spheres to reduce lag in-engine when civvies spawn
Improved 'height check' for preventing civilian bases from spawning inside of civilian Stronghold build locations
Fixed some logical flaws in the 'PrefabLocationValid' check in InfectionZone that ran 'continue' instead of 'return false', resulting in functioning checks not properly rejecting the call
Civvies should now be able to build a stronghold in a zone, as long as they have another base in that zone and the funds - they no longer need all the bases in the zone to do this, nor should the action fail potentially due to checking the wrong prefab
Fixed some issues with civilian factions not properly displaying in the InfectionZoneWidget
Fixed (I think) civilian factions using the incorrect InfectionZone when querying to build a new base (if they've conquered territory)
Fixed some serious issues with Defense Squads for civilian groups going to the wrong location and potentially spawning beyond the limits
A dozen new camp Variations added
Fixed a weird include issue with InfectionZone.cpp
Started on 'MovePrefab' logic for allowing players to 'scoot' civilian bases around
Improvements to the 'MovePrefab' logic (and related) to better support wall/gate landscaping and reduce chances of them 'moving up' erroneously due to traces hitting parts of their own walls
Fixed bad Nav in presidio North.
Slightly improved Nav in some areas.
Re-optimized new civ and cerc meshes
Shop logic added to the Main Building for civvie bases to allow for calling up the Base Mover by selecting the main building of one of their bases. Not usable if civvies too agitated
Shows reputation cost (and 'floors' at the Agitated state, so you can't send them directly into hostility)
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
Known Bugs
(Click Show details for a full breakdown of the changes) [expand type="details"]
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
Patch - 1.2.7.8 Dynamic Civilian Groups (Experimental Only)
How to opt into Experimental
To opt into experimental install "Cepheus Protocol Experimental" in your steam library. It is no longer a beta opt in but an entirely new game granted when you purchase the base game.
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Effectively, the amount of faction units you can see at one time has increased greatly, and no longer gets 'muscled out' by regular civvies)
Added logic to make Faction units be able to 'spawn to virtual' directly, so units purchased by a Faction don't cause nearly as much a performance hitch, and instead just devirtualize when needed
Added a few more name variants to some Civvie faction archetypes (to reduce 'duplicate' name situations)
Quick change for non-riot behavior to not go to DEFEND (since defense squads are around), but IDLE
Adjusted build areas so players can build in more zones in Western Treasure Island
Lowered cost to of Civvie expansion: 20 for a new base (from 100) and 125 for stronghold (from 350), so they will build more stuff more quickly
Fixed a save/load issue with civilian's 'captured bases', causing warfare and the like to start breaking if civvies captured a base from another civvie faction in a different zone
Started adding 'civvie faction tracking' in a zone, for use to display which civvie factions are present, in the InfectionZone widget
Updated the InfectionZoneWidget to display civilian faction 'prefixes' (just first letter of both words, for now, of their faction's display name) of each Civilian Faction that has a base in the currently-displayed zone
Fixed an issue with civilian units not removing themselves from the default 'civilian faction' sometimes, causing the player to be unable to hit them with guns even if that civilian faction is hostile to the player
Added another safety to Leviathan tunnel spawning to not spawn them 200z or higher above of build location meshes: ideally, this means they no longer can spawn tunnel entrances on top of buildings
Fixed a mesh issue with the Leviathan Tunnel entrances (which was causing the weird black splotches)
Updated hlods/ build data
Damage resistance increased from small arms fire against low cal, medium, heavy & ap tier weapons added to civs
Added a world valid check to resolve a crash speculative https://discord.com/channels/469412014427602944/1101073558689562636/1101073558689562636
AP Rounds added as an upgrade for Civilian groups so they can better fight Juggernauts/Levi's in mid-late game
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
Known Bugs
(Click Show details for a full breakdown of the changes) [expand type="details"]
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
Patch - 1.2.7.7 Dynamic Civilian Groups (Experimental Only)
How to opt into Experimental
To opt into experimental install "Cepheus Protocol Experimental" in your steam library. It is no longer a beta opt in but an entirely new game granted when you purchase the base game.
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Added an L-shaped prefab to the list of dynamic prefabs for civvies to use
Fixed civilian walls not running some BeginPlay logic they needed
Civvie walls now properly landscape-away trees/etc. when their base spawns
Added basic nav check, other structure check, and 'corner traces' to civ prefab placement to improve placement
And added a 'Tiny' prefab, so some zones that other prefabs won't fit in can still hopefully get them, but didn't hook it in (seemed too comical for the time being)
Lowered devirtualization range by 2000uu (from 20K to 18K). Not seeing many folks complain about units 'popping out of nowhere', so wanted to drop the range a bit to boost performance
increased the rate of 'distance checks' that the UnitMovers do to determine if they should virtualize or devirtualize (since this check seems very cheap). Performance tweaks
Added an early 'bounding box' check when spawning civvie prefabs, to reduce the number of situations where a civvie camp spawns too close to another
Implemented logic so civvies will use their resources (currently, 350 supplies) to purchase a stronghold position in their zone, if there is one and if they already have three regular bases claimed
Civilian groups will now roll aggression at their creation and have wars/infighting across groups. Some groups will naturally be more aggressive now
Civilian groups can assimilate other groups into theirs and expand their influence across zones
Adjusted Civvies to utilize their Aggression stat (range 0.0-1.0) when calculating whether or not they should fight the player (when rep's low, it acts as a 'multiplier' to the 'attack player' roll: i.e. (1.0 + Aggression)
Roll == ModifiedRoll)
resolved a save/load issue so that, when a dynamic civvie faction loads warfare against another dynamic civvie faction, if the other faction doesn't have their central spawner loaded yet, it can hook into a delegate for when that CentralSpawner gets set
Quick update to some of the prefabs in Treasure Island to resolve some small discrepancies with the pre-calculated bounding boxes (likely wasn't needed, difference was past the decimal)
Quick bounds fixes to the Presidio strongholds 5-8 in line with the new things I added from my previous commit (Efrain if you see this, don't worry, I added new stuff so I had to re-do the calculations. You're fine. :P )
Updated the 'Offset Non-Spline Transforms' functionality for setting up Civilian prefabs to also adjust the actor's world location in the opposite direction, so you don't have to worry about 're-scooting' the actor back into position when setting up pre-placed prefabs (such as strongholds)
Added sfx for avenger and hooked it in avenger bp
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
Known Bugs
(Click Show details for a full breakdown of the changes) [expand type="details"]
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
Patch - 1.2.7.6 Dynamic Civilian Groups (Experimental Only)
How to opt into Experimental
To opt into experimental install "Cepheus Protocol Experimental" in your steam library. It is no longer a beta opt in but an entirely new game granted when you purchase the base game.
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Civilian T posing fixed
Added 2 more achievements for EGS requirements/Steam
Speculative crash fixes for Animation related crashes
Speculative crash for CentralSpawner deregistration of a prefab (it changed factions on the prefab back to Nullptr, but BEFORE deregistering delegates, and faction change also causes deregistration - this caused it to 'deregister twice' and access invalid memory)
Fixed five reported buildings that were not interacting with civilian evac systems (they were missing infection zone ptrs)
Replaced Starter island Bridge.
You can now clear Civilian camp assets with the Landscape/Clearing tool once the central tent is destroyed
Hopefully fixed the fire crash.. Its more rare now but still occurs
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
Known Bugs
(Click Show details for a full breakdown of the changes) [expand type="details"]
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
To opt into experimental install "Cepheus Protocol Experimental" in your steam library. It is no longer a beta opt in but an entirely new game granted when you purchase the base game.
As we work to wrap up 1.2 in the coming weeks our goals will be working out bug and balance issues introduced with this patch. The next goal for 1.2 will be to add more "Ambient" civilians in the form of cars/people that litter/populate the cities regardless of their faction and then we will conclude with modernizing the "look" of the ROE tab. Then its the Police Faction and Anarchist time in 1.3 We we will spend 1-2 months (developing 1.3 on experimental) on completely redoing the Factions and deprecating the "Zone" capture circles they use in the experimental "Factions" opt in. The current capture truck method wil be standardized and their AI will know how to properly interact and seek them out
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Set the starting supply for the faction archetypes to 0
New Faction based resource added Supply which is created by a conversion rate of Cash to Supply for factions in the Diplomacy options.
Trade Widget added for transferring supply to Dynamic Civilian groups. These groups can now be "fed" to cause them to expand quicker.
At the moment they are limited to 2 Dynamic Civilian camps per zone but we will be expanding this to three and adding Strongholds this coming week.
Added a fix to scaling issues when civvies prefabs spawn walls that do not have a scale of 1.0
Reputation can be bought with factions by trading cash to convert into this universal resource supply
Quick fix to an instance of a building in PI_G01 which had an exit door that led inside of another building (causing civvies to 'bunch up' in an area where they couldn't escape)
Dynamic Civilian camps now have 1 defense team at all times
Dynamic Civilian camps now can recruit up to 3 squads and use them to gather supply passively in the world or task them to Attack/Defense missions.
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
Known Bugs
(Click Show details for a full breakdown of the changes) [expand type="details"]
[/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/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 Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
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 [expand type="details"] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here [expand type="details"] [/expand]
Patch - 1.2.7.4 Dynamic Civilian Groups (Experimental Only)
Cepheus Protocol Dev Update 15
https://youtu.be/GV3YOssGEfs
Cepheus Protocol Dev Update 14
https://youtu.be/LOdVk1yiuak
How to opt into Experimental
To opt into experimental install "Cepheus Protocol Experimental" in your steam library. It is no longer a beta opt in but an entirely new game granted when you purchase the base game.
As we work to wrap up 1.2 in the coming weeks our goals will be working out bug and balance issues introduced with this patch. The next goal for 1.2 will be to add more "Ambient" civilians in the form of cars/people that litter/populate the cities regardless of their faction and then we will conclude with modernizing the "look" of the ROE tab. Then its the Police Faction and Anarchist time in 1.3 We we will spend 1-2 months (developing 1.3 on experimental) on completely redoing the Factions and deprecating the "Zone" capture circles they use in the experimental "Factions" opt in. The current capture truck method wil be standardized and their AI will know how to properly interact and seek them out
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
New Civilian camp wall assets
New Civilian camp assets in general
Fixed Police+Anarchist central spawners always being visible in Diplo tab
Fixed 'destroyed' section being listed before regular faction display in Diplo tab
Fixed timer for structure fire damage continuously running even if damage is not being applied (should finally bury the crash, I hope)
Updated the 'destroyed factions' display to no longer have the 'relationship' meter or 'declare war' button
Updated the 'destroyed factions' category in the Diplomacy widget to be toggleable via button, and to default to be hidden
Updated the 'Declare War' button hovertip to no longer say it cannot be reversed
Updated Civvie gates to automatically open if their main tent gets destroyed (to prevent player from self-trapping units that don't have explosives to destroy said gates)
Updated dynamic civvie factions to be able to go back to friendly with the player if reputation in their zone raises enough (even if you manually declared war on a faction then fled, they'll go back to normal if your rep in that zone raises high enough - if, of course, that faction is capable of peace)
Fixed up some RIOT behavior for agitated civilians
raised the rep limit for Rioting to be possible for regular civvie factions (300 to 400), to make it more likely that riots occur if your rep's dropping
slightly raised the threshold for hostility to be possible to 250 (from 200)
Reduced health for civilian faction gate
fixed up some weirdness with civilian walls, so hopefully infected and other units will behave better around them
TUGS Preview added so you can view the range of other TUGS and where you have built them
Repeater Preview added so you can view the range of other TUGS and where you have built them
Fixed a building at Frontier Pier being incorrectly assigned to Saber Harbor.
Fixed navigation allowing units to walk too deep into water in some cases.
Improved the logic for Auto resolving battles outside of the players influence for Civilian groups that fight each other or the Infected. WIll see more improvements over the next 24 hours
Set up a value 'bHatesCivilians' in Faction Container DAs, to mark certian factions as anti-civvie regardless of current relations
Infected base health lowered from 310 to 200
a16a4 damage increased
Fixed the Operator not having frag grenades anymore
Fixed not being able to use grenades even if your selection consists of only one class of unit (ex: only assaults)
Spas 12 damage increased
Aa12 damage increased
m60 rpm increased from 550 to 600
Neverwinter was buffed all around
Fixed several collision issues w/ Flamethrower damage checks (lined up collision box + FX better,
Improved collision check to MUCH more closely match the collision box, etc.)
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
Known Bugs
(Click Show details for a full breakdown of the changes) [expand type="details"]
[/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/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 Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
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 [expand type="details"] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here [expand type="details"] [/expand]
Letter from the Producer #7 (Update on our Roadmap)
Kept you waiting huh?
So its been a while huh? Im sure a lot of our eager fans are curious on what we've been doing over the last few months so I'll run you through some new details now...
Last 2 Development Videos https://www.youtube.com/watch?v=GV3YOssGEfs https://www.youtube.com/watch?v=LOdVk1yiuak
What we are doing right now to wrap up 1.2!
At the moment we are working to complete 1.2 in its entirety over the next few weeks.
Better Camp assets/designs in general
Implement Ambient Civilians that you can assume ownership over to fix the drought of units you can shelter in civilian holds. Our goal is to get to the level of PROTOTYPE 2/PROTOTYPE 1 level of immersion in the city.
Introduce Dynamic Civilian camps that can multiply and increase the amount that can generate per zone . We are going to limit this on a per zone basis.
Introduce Civilian Strongholds where if a Civilian group gets to a certain level of expansion they will erect larger prebuilt bases. There can only be 1 stronghold per zone. We expect 40% of Civilian groups to reach this point of technology and expect the other 60% to die before they get to this point.
Introduce simulated trading/diplomacy between civilian groups.
We will be adding a currency for civilian groups called "Supply" Which they will use as a currency for you to convert CERC cash to "buy" goodwill with a civilian group
This supply will determine how quickly they build more camps and strongholds only at the moment. It could also lead into how well armed/armored they are. But we are still on the fence about this.
Cleanup/Bug fix any remaining issues with civilian evacuations
Introduce Boat Evacuations in preparation for San Fran North's eventual addition. Basically you can build a boat house that will ferry units to your carrier. Only will be placeable where prebuilt docks in the level already exists.
You will be able to trade "Supply" to attempt to bring factions back to good faith like the Civilian groups. Likely we will add a cap that if you keep betraying them they will accept your supply but refuse to ally with you regardless.
Introduce Waystations for evacuations zones where civilians that are waiting for a helicopter can "wait" to reduce the clutter that can occur with them overlapping sometimes these will be entirely optional but allow you to setup "waiting zones" for security reasons.
Implement Green, Yellow and Red zone logic where infected and civilians can battle and "simulate" daily life. Kinda like this video linked below
Modernize the Top left UI elements so they are more appealing to look at like ROE
Green, Yellow, Red zone reference video https://youtu.be/s1eDEhRR_W0?t=266
Factions and what's coming in 1.3
Our goal is to have started 1.3 by the beginning of May and disable and work on 1 faction at a time till they are all functional. I.E The Police Faction (Pierce) & and Anarchist(Natalie)
Changes to The Police Faction in 1.3
Pierce will start with Officers and Swat across the map and Operate from a few central Police Stations.
As they fail to contain the infection he will eventually lose a huge portion of his officers and fall back to 1 central Police station to run his operations from.
They will have 4 Unit types (Patrol Officer, Swat, Swat Sniper and Firemen/Medic.
Firemen/Medics will operate ambulances early game to help heal help/everyone in the field
Firemen/Medics will eventually transition around the mid game mark to discontinue usage of their ambulances and be militarized to work directly with the police faction in their attack units/defense teams. They will essentially become their combat medic.
At mid game Pierce will start to vassalize civilian groups and start forming alliances with everyone but Raiders. His attitude towards you will mirror how your treating civilians and his men in the field.
You will be able to trade "Supply" to attempt to bring factions back to good faith like the Civilian groups. Likely we will add a cap that if you keep betraying them they will accept your supply but refuse to ally with you regardless.
They will ambush your vehicles kill your drivers and turn them into supply at their bases if your an enemy of them
They will have 4 vehicle types. (Police Copter, Patrol Vehicle, APC and JLTV police variant)
Changes to The Anarchist Faction in 1.3
Anarchist will have a staggered start and only form sometime after day 2-3 of the virus.
Anarchist will be "undercover" and you will not be able to easily determine who is a member of this faction unless you track back ambushes/catch them in the act attacking another party or you.
They will ambush your vehicles kill your drivers and turn them into supply at their bases if your an enemy of them
Anarchist will be the lowest population group and show their strength through ambushes and stealth
They will have 3 vehicle types. (Hijacked News Chopper, Technical and Battle bus)
General Changes in 1.3
Winters will gain the ability to buff units around her in terms of increasing the amount of XP they recieve from actions
Pierce will get a defensive boast to units around him
Natalie will get a stealth boast to units around her
QOL General Changes in 1.4
Our Water Shader will be reworked entirely see video at bottom
Vehicles and their AI will be rewritten completely (We are waiting for this feature to leave beta)
Buoyancy will be introduced for objects on water
Aircraft carrier will be turned into a mobile unit you can produce units from, repair and refuel
Aircraft carrier will turn into a unit you can move and can be attacked/docked at various locations to help stage larger attacks
Bounty System will be redone entirely to make it mirror closer to Red Dead 2's approach. They will be a system where special infected with abilities are hidden across the map dynamically being selected that you can send in elite teams to kill them to gain money to recover from a huge lost recently.
World Events will be introduced like mini missions CERC or other people can give you so you can gain money/supply or favor. More details will be revealed in the future for this.
Chaos Destruction will be implemented to a reasonable amount to bring the game at least to the level of Company of Heroes.
Improvements to Night/Day system to make it use the newer Night Day system built into Unreal Engine now.
Infection System revamp. Gas towers will become deadly again and Gas masks will be a thing.
DNA research tree will be added
Updated Water engine shaders https://youtu.be/7y-ITjcttW8?t=386 Updating Vehicle physics & AI https://youtu.be/Dj60HHy-Kqk?t=70 Chaos Destruction https://youtu.be/u3ktiewcLpo?t=102
1.5
Infected AI will be revamped to make them more intelligent and better at planning and flanking maneuvers .
Last minute QOL changes...
Modding
Coop
The Campaign will be tackled in 2024 for the entire year.
Patch - 1.2.7.3.1 Dynamic Civilian Groups Hotfix (Experimental Only)
Cepheus Protocol Dev Update 15
https://youtu.be/GV3YOssGEfs
Cepheus Protocol Dev Update 14
https://youtu.be/LOdVk1yiuak
How to opt into Experimental
To opt into experimental install "Cepheus Protocol Experimental" in your steam library. It is no longer a beta opt in but an entirely new game granted when you purchase the base game.
As we work to wrap up 1.2 in the coming weeks our goals will be working out bug and balance issues introduced with this patch. The next goal for 1.2 will be to add more "Ambient" civilians in the form of cars/people that litter/populate the cities regardless of their faction and then we will conclude with modernizing the "look" of the ROE tab. Then its the Police Faction and Anarchist time in 1.3 We we will spend 1-2 months (developing 1.3 on experimental) on completely redoing the Factions and deprecating the "Zone" capture circles they use in the experimental "Factions" opt in. The current capture truck method wil be standardized and their AI will know how to properly interact and seek them out
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Fixed Police and Anarchist Faction showing up improperly in the diplomacy tab when they are disabled
Destroyed Factions section now properly appears at the bottom
ApplyFireDamage Crash should be fixed for real now
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
Known Bugs
(Click Show details for a full breakdown of the changes) [expand type="details"]
[/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/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 Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
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 [expand type="details"] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here [expand type="details"] [/expand]
Patch - 1.2.7.3 Dynamic Civilian Groups (Experimental Only)
Cepheus Protocol Dev Update 15
https://youtu.be/GV3YOssGEfs
Cepheus Protocol Dev Update 14
https://youtu.be/LOdVk1yiuak
How to opt into Experimental
To opt into experimental install "Cepheus Protocol Experimental" in your steam library. It is no longer a beta opt in but an entirely new game granted when you purchase the base game.
As we work to wrap up 1.2 in the coming weeks our goals will be working out bug and balance issues introduced with this patch. The next goal for 1.2 will be to add more "Ambient" civilians in the form of cars/people that litter/populate the cities regardless of their faction and then we will conclude with modernizing the "look" of the ROE tab. Then its the Police Faction and Anarchist time in 1.3 We we will spend 1-2 months (developing 1.3 on experimental) on completely redoing the Factions and deprecating the "Zone" capture circles they use in the experimental "Factions" opt in. The current capture truck method wil be standardized and their AI will know how to properly interact and seek them out
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
New materials for Civilan wall placeholders.
Quick fix to Diplomacy widget sometimes having 'text wrap' issues
Updated wall 'box collision' component to no longer block WorldDynamic (which caused it to block grenades)
Started on a Faction 'Relationship Meter' for the Diplomacy widget. Changes color depending on status. Changes 'fill amount' based on reputation in the zone of the faction in question
Added an Are you Sure popup for declaring war on a faction
Fixed an issue w/ 'Declare War' on dynamic civvie factions not properly marking the text as 'hostile'
Another crash fix to stop the "Fire" Crash
Quick fix to landscape tree 'tilt' logic from Juggernauts causing tree 'offset' or disappearance
Fixed non-tree landscaping objects having 'AllowTilt' on (this allowed Juggernauts to 'push away' these things as if they were trees)
Fixed the 'Arena' building in Grid 6 not being clickable (set it to use Simple as Complex collision, and it's clickable now)
Slight scaling/appearance adjustments to Diplo widgets
Increased the brightness of the moon during nighttime to make it easier to see
Set the new starting time for the game to 6 AM for new play session removed options that aren't ready yet
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
Known Bugs
(Click Show details for a full breakdown of the changes) [expand type="details"]
[/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/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 Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
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 [expand type="details"] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here [expand type="details"] [/expand]
Patch - 1.2.7.2 Dynamic Civilian Groups (Experimental Only)
Cepheus Protocol Dev Update 15
https://youtu.be/GV3YOssGEfs
Cepheus Protocol Dev Update 14
https://youtu.be/LOdVk1yiuak
How to opt into Experimental
To opt into experimental install "Cepheus Protocol Experimental" in your steam library. It is no longer a beta opt in but an entirely new game granted when you purchase the base game.
As we work to wrap up 1.2 in the coming weeks our goals will be working out bug and balance issues introduced with this patch. The next goal for 1.2 will be to add more "Ambient" civilians in the form of cars/people that litter/populate the cities regardless of their faction and then we will conclude with modernizing the "look" of the ROE tab. Then its the Police Faction and Anarchist time in 1.3 We we will spend 1-2 months (developing 1.3 on experimental) on completely redoing the Factions and deprecating the "Zone" capture circles they use in the experimental "Factions" opt in. The current capture truck method wil be standardized and their AI will know how to properly interact and seek them out
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type="details"]
Crash fixes for Move Previews causing instability in Unreal Engine 5.1
Crash fixes for Skeletal Mesh streaming being unstable in 5.1 (Was disabled temporarily) Odds are you will notice slightly increased VRAM/RAM usage
Crash Fixes to units catching on Fire and causing a crash after they are deleted/garbage collected
Added faction check for creating 'base under attack notification' when a Structure takes damage. Should stop civvie gates from spamming 'base under attack' to the player when hit by infected
Civvies will now start spawning sooner near civvie buildings
Added negative reputation event for cleansing civvies
Added positive reputation event for evacuating civvies
Fixed an issue with civilian walls (that aren't gates) being invisible to the player
Started dividing the ROE widget's diplomacy logic into a separate Diplomacy widget
Added some fixes to widget sizes at the top left to stop 'scaling/jittering' buttons
Updated the Diplomacy widget button to use some of our newer art assets
Set up the Diplomacy widget to have a 'DestroyedFactions' section so they dont clutter the section with "Active" Factions
Updated some logic (including save/load) to mark Civvie factions as 'destroyed' if their main building gets destroyed
Updated civvie faction wall construction to cease if their main building gets destroyed
Updated Display Name generation for civvie faction archetypes to try to minimize the number of duplicate faction names
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]
Known Bugs
(Click Show details for a full breakdown of the changes) [expand type="details"]
[/expand]
New Versioning Number system
[expand type="showmore"] We are changing the way we do version numbers to simplify them going into the future. The one will represent a "release" version and the octet following it will the title update or major patch version we are on. 1.2.1 1 = Release version 2 = Title Update (Major Update) 1 = Minior Fix/bug fixes etc [/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 Trello and the old picture Roadmap system will be removed going into the future. https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08
Cepheus Protocol Anthology
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 [expand type="details"] https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
First 40 Minutes of Cepheus Protocol Anthology Season 1
The Halcyon Winds Store is now live to support development and profits go towards expanding the team. This is in response to several requests I've gotten quite a few times about those that don't want to do patreon but want to support via merch.(Posters, Jackets etc) Check it out we'll add more over the next few weeks-months! :WinterSmile: Link here [expand type="details"] [/expand]