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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. 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
How to use Experimental
[expand type=details] Discord Steam Forums
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Experimental will stay open at all times going forward.
How to Opt-in
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New Operator is now in
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Patch Notes
(Click Show details for a full breakdown of the changes) [expand type=details]
- New graphics settings were added for Medium-Low end machines please tweak them ASAP to get the best performance. Global Illumination should be lowered for lower end machines as with Shadows Quality. You should see huge gains depending on your hardware
- Fixed some nav issues with gates
- Updated the construction actors to dynamically spawn their 'construction progress meter' instead of always having it even when there's no construction progress
- Updated the progress widget and 'autofiling progress widget' to no longer use retainer roots (since retainers were 'breaking' them and making them almost always look 'full')
- Further fixes to stop units from getting stuck on constructed objects
- Invisible barrier issue for walls is fixed(Floating units)
- Fixed Turrets in any capacity eating frames and making overall performance worse
- Grenade Throw Crash should be resolved
- New LT models added (Pending some new AI)
- Death Gibbing added with an initial 20% chance to occur on death
- Map has been vastly improved when zoomed out in terms of quality will be tweaking this further
- Main Menu performance/Overall Performance should have been boasted another 10-20% depending on your hardware
- Silencer Damage graph added for all weapons to give some kind of "Fall back" for being silent
- Overall Recoil for TPS operator refined when shooting
- Rotate in place added for when firing in a new direction for TPS Operator
- Spitter health changed from 435 to 260
- Fixed Freelook having 'pan enabled' while the mouse cursor is invisible (mouse should return to center of screen while freelooking, now)
- Pod threat lowered so units don't always shoot them over normal infected
- UI performance tweak across the board
- Fixed the ActiveDenialSystem not properly showing its power status when selected
- Fixed the Turrets not properly showing their need for power if constructed without being near to sufficient power
- Fixed the ADS's 'power wire connection spot' being too high
- Fixed the ADS not properly showing its power widget if it's constructed with no access to sufficient power
- Adjusted power widget position for generator
- Fixed the Operator 'intercepting' B-key presses: toggling to Operator should now only work if you select the Operator and hit the appropriate key (toggling out of Operator is still B)
- Fixed up the Wall healthbar to use an invalidation box (instead of a retainer, which was breaking the percentage)
- Fixed up the Wall healthbar to properly update when loading in
- Death Animation system improved so units no longer "pop" upwards when they die anymore and perfectly transform to the ragdoll state.
- Operator Updated ironsight code so it doesn't zoom camera out when reloading + added a new face rotation system for when shooing hipfire
- Added it so when a single Helicopter is selected and you right click a Helipad built by you it will auto fly to the pad and land there correctly from user feedback from a AmA.
- Added move-preview support logic to Helipad 'right click to move helipad to land' logic
- BKP-50 given to the Swat Infected Operator
- Silenced Pistol temp given to the Fenrir Infected Operator
- Operator can no longer walk through allies
- Shrunk the Distance Ammo Supplies from the Atlas will attempt to refill units based on Steam Community feedback threads
- Fixed units having a 'mouse hover' effect around them if you were mouse-hovering the vehicle they were in when they exited said vehicle
- Flare mapping issue resolved for Assaults
- Charon HP increased from 500 - 1500
- Merlin Increased from 600 - 1800
- Shawnee increased from 160 - 1650
- Updated the 'load game' menu to sort its entries by their save time (with latest played saves being first)
- Added a 'delete all saves' button to the Load screen (it still has a 'are you sure' popup, don't worry)
- Updated the Pandemic Load menu to asynchronously load upon opening up, to show the loading taking place (rather than freezing up your game entirely when you hit Load)
- CERC enemy Sharing logic turned off since our "detection" system changed recently causing a lot of issues where CERC would get their targets overridden by units near them.
Known Bugs
(Click Show details for a full breakdown of the changes) [expand type=details]
- We are aware of some structures being purple at certain heights we are investigating this
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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[ 2022-08-04 01:39:02 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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