These are patch notes for the newly "opened" Experimental Steam Branch. Experimental will operate as followed:
We have made new channels on Discord + Steam forums these channels are for users that like to live on the dangerous side of things and want to push feedback to us for upcoming patches. Whenever there is a patch it enters that experimental build for 1-2 days minimum if nothing fatal is found it will be pushed public.
The testing and feedback for Experimental is open to anyone to help based on their preferred engagement system Steam or Discord. This is an effort to help squash more bugs and hopefully our bug fixes that cause other issues can be caught and fixed within this time period.
Discord
Steam Forums
Experimental will stay open at all times going forward.
How to Opt-in
We will be having 2 more batches of Experimental before we switch to civilians in 1.2! We hope to have done both "batches" by early next week but it just depends on how stable these two tests go. #1. Further Optimization / Operator Finalization #2. Medium Atlas Tower / Revised Weapon Buying information Window
New Operator is now in
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type=details]
- Tree Collision across Western Treasure Island improved to fit the physical object better to stop navigation related issues
- Infection Resistances improved for CERC units
- CERC units when "Converted"/ "Infected" will gain a higher damage resistance when they are turning and then revert to their CERC tables since they are armored
- Pod resistance towards small firearms reduced so explosive weapons are typically always preferred like SMAWS/Flamethrowers etc.
- M249 Added for the Heavy
- Shotgun spread/damage rebalanced to make them actually effective in Close-Medium range
- Fixed PlayerController 'sorting of units for move orders' to put helicopters 'last' when issuing move points (to be congruous with what the Formation Move Templates expect)
- Fixed a problem with Spine Turrets never being constructed. And added a safety to 'kickstart' it on old saves (may not have been needed, but it should ensure spine turrets start getting built again on old saves)
- Updated the 'structure name hovertips' (from hovering over structures) to disappear if that structure is destroyed, or if you pause the game
- Fixed the MG Turret and Missile Turret being buildable even if you don't have enough money for them
- Added speculative fix towards Ammo drops 'constantly playing ammo fill noise' even if the units near it are full on ammo
- Added minor safety to RotorWash effect parameter to lower overall cost for helicopter caused winds
- Blowup guys rebalanced so they are more effective in "blowing up" Destructive gibbing added
- Adjusted the 'distance tolerance for breaking speed limit' on the Formation Position actor, to make move orders 'in walk mode' make units not want to break 'walking speed' (and thus potentially make too much noise?) unless they're really far from their assigned formation position Result: Formation move orders, when not running, prefer to 'slow down (as a whole)' rather than speed up individual units, keeping the move orders from breaking 'walk' speed
- Updated some Spine Turret initialization settings and AI settings to make it a bit more reliable in its targeting
- Updated the new Formation Movement to respect the Formation Distance buttons
- And had to include a *weird* fix for CTRL move previews
- Also adjusted some helicopter 'formation position width' so they dont clip inside each other when giving move orders
- Improved Circle Up formation:- Now mathematically will add 'inner circles' as required, starting when you hit 16+ units. It will then add circles outward while making sure the outermost circle is always 'full'. The 'leader position' will be at the front of the outermost circle. (this took a decent amount of math to do)
- Fixed the 'helicopter-only' move orders always moving at 'max speed' instead of trying to get into formation
- Added a new set of logic to the Formation Movement Handler to try to 'lockstep' helicopters in helicopter-only-move-mode, then to 'take the foot off the brake' once they're lined up
- It works in a lot of good situations, though over long move orders or around buildings they can desync. Still, it's far better than the start/stop they had before
- New Infected meshes are added
- Shredder Rounds DNA is now 650
- Updated Runtime Audio Plugin with more fixes from my thread with them
- Engine Rendering Method switched to TAA from Temporal Super Resolution (Was causing blurriness issues)
- Fixed up GrenadeCapable accessing with an 'accessor' function to make it safe (fixes array-index crashes)
- Refined Music Player UI slightly to allow local volume setting.
- Fixed the Vee formation having a position 150 times farther away than it should
- Fixed a few issues with FireMode that could cause infection pods/towers to remain invisible even when in vision range
- Added logic to the Helicopter-only formation movement logic to 'slow down' if the formation needs to dodge buildings, allowing the unit to 'reform' -Removed the 'helicopter-only move orders slow down when dodging buildings' change to formation system
- Performance improvements to Widgets/UI across the board to improve game overall performance. In our testing we saw FPS improvements up to 40-60% in most cases.
- Fixed an issue w/ formation movement malfunctioning (there was an uninitialized vector)
- Added tick optimizations based on LOD of weapons configurable on a per weapon basis to bring down overall CPU utilization
- Improved 'double-click' responsiveness to be much more reliable
- Adjusted the 'double-click' run response to not cause units in formation-moves to 'slow down for a moment' if they are in Run Override (from the command button)
- Improvements to Animation system to stop units moving in place when they stop for a few seconds.
- Further Optimized Animation system to get more performance
- Turret UI optimizations
- Fixed certain graphics settings forcing a LODBias that made the game visually worse
- Fixed the skeletal mesh-type buildings keeping their 'old healthbar widget' despite it no longer being used
- Fixed up the healthbar height on the Custom Sign
- CERC units can be seen through walls when in TPS mode
- Collision to cars/trees fixed in various spots
- CERC units can now be commanded by switching groups via 1-9 and then issuing an order via the directional keys on your keyboard.
- Fixed Ragdolls "hiccupping" when they die sometimes via death animations
- Critical point system expanded to the Spitters/Blowup guy(headshots, legs, arms & chest
- Added Spitter death effects.
- Updated the Formation Move Handler setup to make units more 'snappy' in following their move positions when following the Operator (and to properly detect when the Operator is running
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]
Letter from the Producer
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
New Roadmap system
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
https://www.youtube.com/watch?v=6eWbDibGMrU [/expand]
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
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[ 2022-07-27 22:01:35 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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