Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3102422162152822125
Winters got a model update from the last letter to the producer check it out! Not live yet
We have a podcast coming up check out the date details below! You can hop in and talk to the developers we will be taking questions live towards the end!
https://steamcommunity.com/games/979640/announcements/detail/3095664226117850397
The old build has been archived for those looking to finish their games on the old smaller Treasure Island map but we dont recommend carrying over saves into this build.
Looking for more feedback from our userbase on what we plan on doing with civilians
https://steamcommunity.com/app/979640/discussions/0/3192494154712223081/
Looking for more feedback from our userbase on what we plan on doing with the early game here
https://steamcommunity.com/app/979640/discussions/0/3192494671075106022/
Change list
[expand type=details]
- Improved UI scaling to fix issues where Translations would tread off the UI buttons
- Added Portuguese - Brazil & Spanish - Spain
- Updated collision presets for the SpawnNode and Landscaping Collision Meshes, so they no longer will intercept long-range mouse clicks (Was messing w/ double clicks)
- Updated SeenList logic to properly 'eject' targets that share the same Faction Manager Initial test indicates that this works very well even when trying to 'place' a pod right next to a building.
- Added a fix for the 'Halt' command not fully working for units who were moving in formation
- Overhauled clicking+double clicking:No longer relies on UE4's double-click implementation
- Avoids the 'CurrentclickablePrimitive' logic which seems unreliable at long range (sometimes 'missing' the ground, for example)
- Uses a new 'just double-clicked' timer to prevent 'over-clicking' resulting in a canceled double-click Result: Double clicks feel massively more reliable in-engine.
- Updated 'SetTarget' logic: No longer 'clears' the SeenList, which was useful for the old 'sight' system. On our new PerceptionSystem, this can result in units completely ignoring things that are already within sight range. Rather, it simply increases the threat level of the target if it is already in the SeenList: if it's not, then it's added with a high threat.
- Additionally, SetTarget now properly will leave 'NoStructures' fire mode alone if you're not telling something to shoot at a Structure, instead of forcing the FireMode to 'OpenFire' no matter what.
- Finally, if the unit's Current Target has more threat than SetTarget would normally give, then the New Target receives the Current Target's threat on top of the boost
- Improved the 'dynamic pod trace' logic from yesterday:
- Now can filter out actor classes and maintain an 'ignore list', as well, to reduce number of 're-traces' on hitting invalid classes
- Created a new C++ class parent for the Car landscape actors, just for filtering's sake
- Dynamic pod traces (for the upcoming Chelsey early game revamp) now allow for pod construction where they'd clear out trees/cars like the pre-placed pods can
- Blow up guy health increased to 850
- Spitter increased to 600
- Gas tower starting health is 6000
- Spine turrets increased to 4000
- All special infected are now more resistant to small/mid caliber rounds
- Spine turrets health is now 6000
- Pod structures increased to 8000
Cepheus Protocol Anthology
We will be launching a new weekly series that will see several chapters added every Friday after release and will cover the chapters of the Novelization with 5 chapters added to expand upon the story and give more value to those itching for more lore/story information. It will delve into and show more about a secret new faction that will become the Anti-CERC in the Cepheus Protocol universe.
Don't forget to wishlist! https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
Cepheus Protocol Podcast #2 URL is now live
https://www.youtube.com/watch?v=6eWbDibGMrU
Swag Store
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: https://halcyon-winds-store.creator-spring.com/
[ 2022-03-11 23:37:24 CET ] [ Original post ]
The Pangu Virus has been unleashed in San Francisco, turning thousands of innocent lives into mindless beasts that feel no pain and have no fear of death. With each passing hour, the Pangu Virus evolves, creating new and ever more horrific mutations with one goal in mind… Spread.
You are Captain Winter, a military officer fighting alongside the Center for Epidemic Research and Control(CERC). With a massive arsenal and the resources of the US Government behind it, you and CERC will stop at nothing to ensure the terror of the Pangu Virus does not escalate beyond containment, even if a whole city and millions of lives must be sacrificed.
- Cepheus Protocol is inspired by classic RTS games such as Company of Heroes and World in Conflict, alongside the book World War Z.
- Survive if you can against a relentless enemy that evolves and grows more powerful with each day.
- Build specialized units from a variety of bases that can be placed anywhere in the open-world map.
- Battle those infected by the Pangu Virus across four open-world islands, featuring unique and challenging environments.
- Choose from three combat tiers that play to your style. Each tier has specialized units, equipment, and weaponry.
- Engage a relentless horde of infected which numbers grow larger and stronger with each territory captured as you battle for control of San Francisco.
- Hunt Patient Zero, who races across the city seizing territory. Each capture zone increases her population as the virus spreads and possesses all organic matter.
- Form an alliance or side against the Anarchist and Police factions, which struggle to survive among the madness that has enveloped San Francisco.
Note: Steam Remote Play is for allowing your friends to try out the game if you already have purchased it. It's not for online co-op: that is is planned in the current roadmap, but is not complete yet
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