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Last Letter to the producer can be read here on current priorities
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
This is the Unreal Engine 5 Update "soft" release so we can address bugs/issues before this branch is folded into the default build. You will find bugs/issues but we recommend everyone to partake in this build if they can so we can collect feedback.
How do i opt in?
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
Cepheus Protocol Gas Towers Niagara Test VFX W.I.P
https://youtu.be/LE4S5e0T8-s
Patch Notes
[expand type=details]
- Added spawn limits to the Virtual Unit Movers (so they can't surpass Defense+Regular infected soft caps via devirtualization)
- Fixed up fast rope sockets on the Sparrow
- Fixed up fast rope sockets on the Merlin and Charon
- Adding WIP large water splash for bridge destruction.
- Implemented visibility triggers on pod construction locations to prevent the pods from being able to be virtually constructed if a player unit can 'see' them (even if no pod has appeared yet)
- Updated the Virtual Unit Mover move order loop to not spam out move order requests if in 'rewind due to lack of spawn room' mode and near their rewind position
- Updated the Visibility Triggers on SpawnPodPositions to disable themselves from being in the Perception System if there's a pod for units to see
- Updated the last commit of visibility triggers to also hopefully function with dynamic spawn pods (not yet implemented, but will be for early game revamp down the road)
- Fixed an error with some units 'lerping out of pods' over really long distances
- Updated timeout for Virtual Unit Movers to favor 'failing' if they're too far from the target (to prevent more situations of incorrect construction)
- Added a 'path check' on Unit Mover timeout, if it's close enough to its target, to reject more situations where it may 'construct' something incorrectly
- Vehicles will now not try to avoid infected (so ramming should hopefully work again)
- Fixed an issue with gates not properly blocking navigation when shut (and not set to automatic)
- Improved pod construction+registration 'order' to try to prevent situations where incomplete pods can act as enemy spawn points
- Improved 'reinforce checks' from the Chelsey System to no longer look inside zones that have no pods
- Updated collision profiles to make units not get 'blocked' by ragdolls
- Updated units who are ragdolled to not interface with the avoidance system (and to turn it back on if they get up)
- Gas tower effects improvements.
- Fixed firetruck windows being left behind when removed by landscaping.
- Added new biomass actors and implement some World Infection around a few Gas Towers in North TI.
- Changed some focus logic to resolve an issue with units 'looking behind them' if they start running while in combat
- Added logic to make units clear their seenlist when they fastrope
- Fixed flares not revealing enemy units +
- Adjusted flare colors
- Updated the Operator vision box to 'spot' infection pods
- Instant Detection Box radius doubled to help reaction time of CERC for units sneaking behind them
- Sound emitted by Reloads doubled for Infection hearing
- Disabled rotation animations while units are in combat (to make soldiers feel 'snappier' in dealing with things behind them)
- Added a timer on move completion to restore focal point (so units who haven't moved will, after finishing shooting, turn back to their position after 2 seconds)
- Formationv2 no longer utilized if you are issuing a move order to only helicopter units (since the advanced logic is only a detriment to their flying style of movement). This should fix the 'multiple helicopters selected causes move order to fail' bug.
W.I.P Vehicle Physics
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More Operators adjustments will be forth coming as we work to polish it amongst the RTS aspects to get back on civilian management. We expect to wrap up polish and be back on civilian management very soon Please note the following going forward (Restart your game/steam to get the update if needed
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 https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/ Don't forget to wishlist!
First 40 Minutes of Cepheus Protocol Anthology Season 1
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: Link here
New Posters up
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[ 2022-05-20 10:49:43 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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