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Patch - 1.1.17.5 [ New Early Game Experimental only]
https://www.youtube.com/watch?v=_AfUgBfXTUg https://www.youtube.com/watch?v=8DwKVi2vPUA We are trying to ship 1-2 more patches on expermential before we merge it into the normal build on steam.
(Click Show details for a full breakdown of the changes) [expand type=details]
(Click Show details for a full breakdown of the changes) [expand type=details]
[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]
https://steamcommunity.com/games/979640/announcements/detail/3186869726433966739
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
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/
https://www.youtube.com/watch?v=6eWbDibGMrU [/expand]
[ 2022-10-15 04:00:33 CET ] [ Original post ]
Last two Podcasts
https://www.youtube.com/watch?v=_AfUgBfXTUg https://www.youtube.com/watch?v=8DwKVi2vPUA We are trying to ship 1-2 more patches on expermential before we merge it into the normal build on steam.
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type=details]
- Fixed ammo, population, and medical tents (subbuildings from the Capture Truck/Command Tent) not being repairable by Engineers
- Fixed 'weapon switch' logic to not disable the weapon switch button if the other weapon has no ammo in its current mag (instead, the ammo check 'blocking switching' will fail if the other weapon has *no ammo whatsoever*, not just 'no ammo in current mag').
- Fixed some logic issues with Weapon DecSpread() infinitely lowering spread in some cases (infinite timer loops)
- Fixed the Restrictor having the CERC shop assigned to it
- Added a new 'DefaultGarrisonOnly' setting for the UnitUIComponent that should hopefully fix the civilian subbuildings and civilian evac chopper sometimes having a default 'Adrian Winter' health display
- Fixed up some UI button update calls from C++ to properly reference the correct slot on the Command Window after the Switch Weapons button was added
- And added similar update for Switch Weapons, so it should 'turn on' if you have a unit who cannot switch weapons (due to other weapon being out of ammo) who then gains ammo for their other weapon while still selected
- Added speculative fixes for Juggernaut wallbuster move crash
- Improved hotkey display for Night Vision and Operators Menu buttons to have more room, a max width, and some 'wrap space' for really long hotkey names
- Updated grenade and 'large' explosion effects.
- Switched mortar muzzle FX.
- Movement between Presidio and TI South should now be a bit more reliable, and Assaults should be more accurate in producing Unit Movers that are able to reach their goals
- Fix for the 'Deploy' popup occurring (it no longer serves a purpose)
- Adding MPAT explosion effect for Cerberus cannon and SMAW
- Fixed SMAW time between shots (now 6s)
- Enabled 'Affects translucent Lighting' on Directional lights to support particle shadows.
- Infected hp 235 - 300
- Blowup guy 100-235
- hx53 - 750 - 650 rpm
- Fixed up Vehicles to use more regular 'SetTarget' logic, now that they wield weapons directly (should resolve targeting issues when right-clicking to set target)
- Fixed custom game difficulty command tent zone value upgrade pricing issue (was causing custom games to have really expensive zone value upgrades)
- Fixed the Bridge Build Zones being in the Zone Manager in the Open World Master (again)
- Improved 'right click to target' logic to better assess the distance to enemy buildings (so units with shorter ranges, like flamethrower units, won't think they're 'too far away' simply because of the building's width)
- Updated weapon range updates to not 'reduce' or 'increase' weapon range based on unit's sight modifiers (such as from gas towers)
- Fixed a major issue where units given run/walk orders could sometimes get 'stuck' being unable to move+shoot while walking until something else 'jolted' their rotation logic back to normal (this resolves some issues w/ the Position's "Run" status mismatching its Unit's status, causing units to 'get stuck' in a run state if you order them to run, then order them to walk before their move is complete)
- Fixed the Operator having a halved walk speed (was breaking formation move orders at Walk speed that included the Operator, causing all units to move at halved speed too)
- Fixed civilians in a Group remaining in said Group if they leave the player team (due to entering a holding area, cell, etc.)
- Speaker UI updated - Next and Previous not working yet.
- Loop, Sequence and Randomize are working again.
- Units ignore 'crowd movement dodging' when in formation movement, in order to avoid getting 'stuck' in walls
- Units, in formation movement, will now perform up to two extra queries to make sure their target position is valid (to avoid trying to get 'stuck' in walls)
- final non infected civs added
- Infected sprint speed upped to 620 from 550
- blowup guy sprint speed upped from 750 to 800
- better infected dmg res to all firearms
- pop tent cost increased from $1000 to $3300
- price adjustments to riot shields
- assault price lowered from 700 to 620
- Grenade Throwing improved for all units
- Updated the Tower to not 'clear' any construction points that are overlapping other structures (since it can overlap 'more often' than other wall types, and we want any point that's close enough to be used in scenarios where wall angle is extremely acute)
- Updated HaltMovement() for vehicles to also override focal point to face forward (so 'rotation' won't occur when they stop moving in combat)
- Added crashfix for AnimInstance being missing when firing guns in rare cases (caused reproducible crash in a save, no longer seems to occur)
- Fixed an error with a Fire particle not being properly referenced on vehicle destruction
- Resolved a major issue with the new construction setup that could 'break' the ability to construct things that are near buildings (such as barracks) w/ overlap spheres
- Fix added to prevent the 'units in training' popup from appearing when you have a building selected which has no units to purchase
- Improved stuckfix for engineers in construction
- Improved Engineer 'stuck fixes' considerably - Engineer seems much more reliable now even with weird construction orders
- Further improvements to Engineer construction 'stuck fixes'
- Improved Engineer construction safeties
- Fixed up some 'popup widgets' being inside the top-right scalebox on the HUD, causing weird scaling issues
- Also halved their fontsize in accordance with the DPI scaling update
Known Bugs
(Click Show details for a full breakdown of the changes) [expand type=details]
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]
[ 2022-10-15 04:00:33 CET ] [ Original post ]
Cepheus Protocol
Halcyon Winds
Developer
Halcyon Winds
Publisher
2020-05-15
Release
Game News Posts:
141
🎹🖱️Keyboard + Mouse
Very Positive
(2253 reviews)
Game is not tagged as available on Linux on Steam.
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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