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Patch - 1.1.18.4 Bug Fixes and QOL changes
https://www.youtube.com/watch?v=_AfUgBfXTUg https://www.youtube.com/watch?v=8DwKVi2vPUA
(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]
[ 2022-11-18 05:59:56 CET ] [ Original post ]
Last two Podcasts
https://www.youtube.com/watch?v=_AfUgBfXTUg https://www.youtube.com/watch?v=8DwKVi2vPUA
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type=details]
- Resolved an issue where loaded buildings that have an 'unfold animation' will continue taking up performance costs for roughly 30 seconds or more after the game load completes (math issue in disabling their animation cost after fold animation completion has been resolved) bFrom a user submited save file "Save12", this results in roughly .5ms being saved during each second of roughly the first minute of gameplay
- Optimzations to Capture Trucks
- Post Process tweaked to make the world look less "Dark"/ washed out
- Cassnadra Yates starting operator added to replace the "default" one. We will be rolling out more variations over the next few weeks. Customization will still be a long term goal
- Operator Movement and Camera Controls vastly improved
- Operator Crouch system revised
- Operator Melee revised to be more effective (Middle mouse button)
- Adjusted pod trace logic to try to prevent pods from spawning 'on top of buildings' (with 'repeat check trace' that rejects the Pod Trace in the BP if it is outside the target zone)
- Increased grace area for constructing the Chelsey/LT hives (since in one test a hive landed smack dab on a bridge in such a way that it blocked traffic successfully)
- Minor safety fix to Juggernaut attack logics that would bug him out
- Improved safety fix for buildings unfolding when loading saves, to make sure they don't 'stay folded' in some situations
- Fixed a loading issue that made vehicles end up in the 'first group position' in the Unit Group Windows at the top left
- Updated ZoneManager to also call its civilian destinations updated delegate if one of its registered
- Rebuilt collisions for Parking Complex in Grid 6
- Collision clean-up for crane in construction zone, readjustment of Zone 7 and 8 borders and Location Volumes.
- Updated Mission Objectives widget to be slightly larger (due to new font size) to try to prevent some text-wrapping issues
- Mission Objective widget adjusted its show/hide animations to be a bit more effective
- Moved quicksave to F8 (from comma, which was also fighting with Select Next Mortar)
- Moved quickload to F9
- Added a 'JumpToMinimapPing' keybind (to Period key), instead of having it be combined with Slow Motion on the Spacebar. If pressed within a roughly 3.5 second timeframe of a minimap ping occurring, your camera will move to the ping
- Fix to pain causing volume incorrectly killing units in horde map 01 in certain spots
- Repairs to Golden Gate Bridge ramp collisions causing units to float sometimes
- Made several improvements to Attack Move handling- Should no longer 'lock up' if you issue an attack move order to units already in an Attack Move order if said units are also in Run Mode
- Similarly, ordering an Attack Move on currently-running units should now properly stop them (though it may take a moment for them to rotate to target if already in combat range: better response than before, however)
- Improved some of the spawning logic for Unit Movers to try to stop situations where they spawn 'stuck'
- Improved move order logic for non-Assault/Guard unit movers to hopefully stop Infected from getting 'confused' about where to go, resulting in them just clumping up and refusing to move
- Fixed completed Turrets not properly displaying 'Are you sure you want to destroy this' text when you manually destroy them via command window
- Updated Medic 'CurrentHealingTarget' Medics no longer use rotation animations while they have a valid CurrentHealingTarget (to prevent 'overly fidgeting' while trying to track someone to heal them)
- Medics no longer uses a 'glowing yellow' animation to indicate status, but simply changes the icon to Yellow if a status is in effect (to save performance), too
- Fixed the Ammo call-in disabling if you were at or above unit capacity
- Fixed an issue with the Infection Zone widget show/hide button capturing 'keyboard focus' if you click it
- Overhaul of Grid 8 on Presidio and landscape clean-up to increase buildable area on and around the mountain. Location volume revisions to follow.
- Bounds fix for orange-tarp boxes that were flashing
- The missiles from the Shawnee no longer will permanently gain spread and fire incorrectly
- Fix for Road mesh quality when used with splines.
- Animation mirroring is now working for when you shift the player camera from shoulder to shoulder
- Fixed units not properly marking themselves as not being recently rendered if they're spawned or loaded as visible in-world, but not currently in front of the camera
- Shadow Optimzations added so you can limit the amount of Dynamic shadows you can see at once. (Added to Video Options)
- Updated the setting's name+description in the Advanced Video Options widget to more closely reflect what it does
- Options menu hovertips 'fix pass'
- Updated a lot of hovertips not functioning at all in the Pause Menu's options menu
- Did a spelling/grammar pass on a lot of options/hovertips
- Improved offsets to minimize situations where the hovertip would 'go off the left of the screen'
- Matched the scaling of the hovertips on the Pause Menu and on the Main Menu (to 1.25, instead of having one at 1.0 and another at 1.5)
- Fixed the Audio Options in the Pause Menu not properly having a background
- Added new location volumes for Grid 8 improve CP truck deployment
- Splash updated
- Added operator only damage multipliers to make TPS more responsive
- Fixed UI scaling for spread
- Updated the Load Game slot buttons to use a switch to localized text, rather than trying to read the enum value directly, when displaying difficulty (should hopefully fix builds displaying the difficulty using the incorrect text - something which doesn't seem to occur in-engine)
- Fixed AI_Vehicle not properly getting enemy vertical position when comparing turret rotation towards target
- Updated vehicle AI to always update turret rotation to target instead of only when we're not already facing it
- Updated Shawnee's 30mm's animation blueprint to no longer lock its yaw to forward-facing, and to have much greater Pitch freedom ([11, -180] pitch)
- Shawnee should be able to fire its 30mm a lot more accurately now.
- Shooting logic should be much the same for most units, but the Shawnee now will no longer be able to fire its Rocket Pods unless facing the target (its 30mm however is much more able to rotate and shoot as needed)
- Move proxy adjustments to help smooth out movement from Treasure Island North to South
- Added a navblock to a part near the docks in TI North G6 to fix a spot where units could get 'stuck'
- Updated Player Formation Move Handler to not 're-issue' a move command to itself again periodically if the target location hasn't changed since the last check (and we weren't interrupted/blocked from reaching it), to prevent situations where the Move Handler might 'repeatedly backtrack' due to two similarly-long pathways that it cannot decide between (such as a particular ambulance in TI North G3)
- All units have had their focus logic compleltly rewritten to resolve instances where they look in the wrong direction consistnetly.
- Helicopters should no longer fly sideways or other nonsense
- Improved Garrison/Degarrison logic and Construction logic to try to stop units from failing to see enemies when exiting a vehicle or exiting construction mode: seems to work pretty well
- Base infected health lowered to 150
- Critical damage stat added to all weapons. Based on weapon different weapons have different critical chances. We will implement UI to add this in the future in alignment with our want to add attachments
- Fixed turrets not properly saving auto-reload setup
- Fixed the co-pilot and backseat medic meshes in the Capture Truck (they were A-posing due to using updated anims but outdated meshes)
- Fixed Juggernaut and Leviathan having references to the old Ragdoll functions
- Slight update to hovertip for Restrictor to try to make it more clear that it's for the Leviathan
- Updated ammo-refill for multi-weapon characters to try to 'reload' the non-primary weapon if the unit is not in combat, or the weapon was empty at the time of ammo refill
- More updates to Formation handling to try to minimize backtracking. Needs more fixes for vehicle setups, but hopefully should be better for all-soldier move orders
- Made changes to Helicopter 'building avoidance' logic. They should be a bit more reliable in how they navigate and get into posistion to rappel
- Result: Helicopters able to more ably navigate tighter building lineups, such as the western side of Treasure Island north, or the cities of Presidio (test giving a fastrope order on the streetcorner near a tall building, for example!)
- Helicopters will now turn towards current combat target if armed (not perfect yet, but fairly good)
- Updated some reloading logic to allow the Shawnee to reload its rockets during combat when it would fail sometimes
- Updated 'Fire into Air' to not be added to your abilities on the Command Menu if you do have soldiers selected (to stop Cerberus Mortar from being unable to mobilize)
- Also improved 'mortar deselection' on mobilizing a Mortar Cerberus to properly remove the Mortar from the SelectedActors array, too, so the radio option will properly appear when mobilizing a Mortar Cerberus that's selected by itself
- Updated several issues with Cerberus mortar animation setup to make it properly fold, unfold, and aim
- Sockets adjusted for Grenade Launcher and Javelin so their VFX works with the new standards we have implemented.
- Added a new collision channel to allow weapons to properly shoot through see-through block all including projectiles from spitters. Fences/Wooden fences things that make sense they could shoot through.
- Weapon spread values revised for all weapons based on user feedback on making them not stormtroopers
- Speculative fix towards Juggernaut Wallbuster AI crash (again)
- Fixed skeleton mapping issues with the civilians male and female
- Fixed missing fastrope animations on some classes (like civilians and medics) assigned
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]
[ 2022-11-18 05:59:56 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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