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Patch - 1.2.6.3 (Experimental Only)

Cepheus Protocol Dev Update 15


https://youtu.be/GV3YOssGEfs

Cepheus Protocol Dev Update 14


https://youtu.be/LOdVk1yiuak

How to opt into Experimental


To opt into experimental install "Cepheus Protocol Experimental" in your steam library. It is no longer a beta opt in but an entirely new game granted when you purchase the base game.

Patch Notes


(Click Show details for a full breakdown of the changes) [expand type=details]
  • More Leviathan logic being made DRY (centralization, etc., to reduce the amount of logic that's repeated, for easier control)
  • Used this to try to reduce situations where Leviathan makes tunnels in Restrictor radius
  • Improved safety for Restrictor avoidance so levi's avoid them
  • Improved Leviathan 'restrictor avoidance' to try to better account for other restrictors that might be nearby
  • Utilized Leviathan 'restrictor avoidance' in their combat movement, to prevent them from emerging during combat in radius of a restrictor
  • Fixed a flaw with Leviathan 'invalid actor base' detection, and improved the height check it uses (so Leviathans will hopefully not 'spawn inside' of sufficiently tall skyscrapers, then jump up on the roof)
  • Improved Leviathan spawning logic to try to prevent spawning inside of a Restrictor radius
  • Added another move safety to part of Leviathan's emerge-searching, to try to prevent Leviathans getting stuck in a move-loop
  • Downported some minimap/visibility loading logic from the Infected Pods BP to C++ structure loading (so Tunnel Entrances can benefit from it)
  • Moved some Structure 'FOW-startup' logic to Base_Structure (from Base_PlayerStructure) so Tunnel Entrances can hide in FOW
  • Result: Tunnel Entrances, like infected pods, now will only be hidden in FOW until seen by the player once, then will remain visible
  • Fix added for 'broken' Unit Icon reference being left behind if you drag-drop the last Unit Icon out of a Group Window to 'de-group' that unit, then move another Unit into that group that was removed
  • Implemented crashfix for div/0 crash when something checks infected saturation in a zone that has been completely evacuated and has no infected left
  • Fix for being unable to 'see' rubble-ified tunnel entrances that you have yet to have seen
  • Fix for structures loading with less than zero health but not being in Rubble mode (causing 'untargetable' tunnel entrances, for example)
  • Fixed the TUGS not showing its detection radius when player is placing it down, or when it's been selected
  • Fixed Tower Guards referencing old male/female meshes in their setup, causing them to A-pose reverted back to resolve 4000 series crashes
  • Disabled InfectedRaven Niagara>BP data transfer
  • Enhanced Leviathan move safeties:
  • Location targeting uses a box trace instead of a line trace, to try to reduce emerging 'close enough to a building' to end up on top of it
  • Location targeting safeties were actually being 'overrun' and returning bad locations: backups added to re-try later if safeties fail
  • Additionally, as number of checks in one call increase, search radius will increase (without this, a lot of situations would always hit the safety limit)
  • Doubled minimum distance (800->1600) between tunnel entrances
  • Another safety for Leviathans popping up on buildings (if Levi would drop a tunnel entrance on an invalid position, Levi forced to re-burrow now)
  • Fix to Leviathan Vomit dealing friendly fire damage to infected
  • Fix for unlocks not displaying their price properly if you get the Discount doctrine upgrade
  • Converted Leviathan 'trace for invalid base actor' logic use multi-overlap instead of single trace
  • Set up a test for seeing how infected 'get by' the player:
  • Had some success. If I set up a bunch of guards so no infected get by, but leave the gate open, the unit movers get by and - somehow or another - a certian Unit Mover type or order can 'complete' and transfer some infected over invisibly. Committing slot 45 for testing this more later
  • Fixed an issue with a SpawnNode 'construction point' failing to register if a tower construction point was created alongside it, in the ZoneManager's AdjustInfectedConversions
  • Turned off the ability for 'passive infection conversion' to occur in a zone if there are no qualifying infected structures in the area
  • Units who convert to infected units inside of the FOW should no longer fail to be able to move
  • Fixed annoying Destroyed messages related to PCRef from damage characters on Command Post Trucks (by making the message not print if there's no current World)
  • Small change to AI_spawn_nodes map due to world partition complaint
  • Changed SpawningVolumes to not be included in HLOD
  • Fixed up spatial loading settings for MercerSystem+Subsystem, InfectionZones, InfectionZoneManager, SpawnNode, UnitMover, CentralSpawner, and MissionBlueprintPoint (to stop some errors that occur when opening the OpenWorldMaster_WP)
  • Cleared out unknown weird 'Brush' actors from several levels that break saving in World Partition (w/ Dimitry's help)
  • Removed unnecessary logic from MasterLightingSystem's level BP for starting up FOW (since it starts up automatically, and that level BP logic breaks world partition conversion) NOTE: IF there suddenly start to be Fog of War (FOW) issues in builds, we may need to undo this commit, in case that was for fixing issues in builds that don't occur in-editor.
  • Landscape spline ref map committed for landscape spline repair (Committed by Derek from Build Machine)
  • Update to landscape spline refs (Derek from Build Machine)
  • Commit of some of my work from last week
  • Safety to prevent formations from 'breaking' on load if units were moving in formation when you saved
  • Crash fix for rare issue with Unit Movers and their devirtualized units
  • Improvements to debug logs for Unit Movers
  • Repaired PI_Spawn_Nodes (from the changes made to its BP graph so World Partition would build)
  • Repaired AI's Spawn Nodes map so factions can function again
  • Repaired Landscapes to pre World Partition state (with the previous commits, the Open World Master non-WP version should now function as before)
  • Change to Carpet Bomb template to be a soft-reference in the PlayerController
  • Unreal 5.1 Update
  • Foliage Backup map from BuildMachine (pre WorldPartition) - Dimitry
  • Deleted the old HorderLeaderboardtest.umap and widget (widget was causing failure in data validate)
  • One for the Open World itself, PERSISTENTMASTER, for things like TI<->Presidio move proxies
  • New ConstructionScript logic to resolve an issue with nav modifiers working differently in 5.1 on landscape actors (to update their failsafe nav to match the mesh, which it was automatically able to read by itself in 5.0)
  • Landscaping cars+misc updated w/ failsafe extents changed to function better for nav building (trees need manual work)
  • Fix to landscape-able tree nav
  • racked down a severe issue w/ proxy collision not being 'fully cleared' in the WP
  • Due to how World Partition works, actors who were modified by the Proxy Collision Manager didn't get 'dirtied' by the change, and thus their collision settings didn't reset
  • Created a utility widget that handled the cleanup by mimicking the proxy collision manager's Clean command while properly 'transacting' the actors so that the changes would be save-able
  • Collision+nav issues in the Open World Master seem mostly resolved. Player units can complete a move from Presidio to Alcatraz unassisted!
  • Cleanup of more actor types that needed SpatiallyLoaded to be false
  • re-saving actors in the WP to fix Map Check complaining about them
  • Clean up of null static mesh actors (and empty LevelInstance actors) in the WP to prevent Map Check warnings
  • Made landscape-able actors not participate in HLOD (cars, trees, etc.)
  • Updated player buildings to not be spatially loaded
  • Updated bridge containers to not be spatially loaded (and fixed the bridge destructibles themselves)
  • Updated world buildings to not be spatially loaded
  • Fixed a Merged_Warehouse_A in AIG7 that was still a static mesh (instead of a world building)
  • Fixed a major issue with Civilian 'condemned building movement' not triggering (due to a helipad check and some other things that weren't needed)
  • Started working on pivot-adjusting logic to try to help Dimitry with moving landscape splines (no soap yet though)
  • Made MercerRadius not be spatially loaded (not sure if it was needed, though)
  • New BP Library functions for accessing the World and the Streaming Levels through it
  • Slight tweak to PC BP "AsyncLoadClass" event to skip the load if the class already is loaded
  • Updated ZoneManager and GameState access relations in PlayerController, GameState, and ZoneManager to support a setter/getter setup
  • Used this to bypass an issue where Dynamic Civilian Factions fail to initialize due to the ZoneManager initializing before the GameState does
  • And updated C++/BP that referenced the PC's ZoneManager to use the new Getter (including OpenWorldMaster)
  • Cleared out the old MinimapComponentBP (no longer used)
  • Fixed a Warehouse in AIG07 that hadn't been converted to a World Building
  • Updated OpenWorldMaster proxy collision+nav after the above
  • Partial commit of World Partition deletion per Robert's request (Derek from Build Machine)
  • Started updating SquadControllers (part of Central Spawners, part of Dynamic Civvie Factions) to be children of VirtualUnitMovers
  • Formation logic ported to VirtualUnitMover (w/ added save/load: set FormationNum to 0 in a UnitMover's BP to 'turn on' random formations, or leave it as -1 to use the existing regular move logic)
  • Started cleaning out CentralSpawner and SquadController logic to support being virtual unit movers now
  • Started updating orders to use VirtualUnitMover-related calls instead of the old Squad-ones
  • Started updating save/load logic to support their new VirtualUnitMover setup
  • Cleared out more of old SquadController behaviors in favor of their VirtualUnitMover inheritance
  • Police/Anarchists have minimal functionality now on the new unit mover setup, though they have a rougher time capturing territory (due to capture points not respecting virtual units): not sure if time should be spent updating this further on this front due to that being a deprecated system
  • Still, the SquadControllers being in this state makes them more usable for dynamic civvie factions
  • Further cleanup of SquadController to better favor its VirtualUnitMover inheritance:
  • Cleaned out the 'SquadObjective' style enum to make sure it uses MoveOrder strings like regular UnitMovers do
  • Fixed an initialization issue to make sure they always are able to activate and run
  • Set up a 'GameMinuteTimer' in the GameState for other actors to reference if they desire to update every 'in game hour' (relative to regular timescale) without needing separate timers each
  • Updated CentralSpawners to use this instead of relying on the old Hour delegate
  • Updated Factions to have logic to enable their appearance in the Diplomacy tab of the PoliciesDropdownWidget
  • Either automatically, or via player seeing one of their units
  • Added an 'OnSeenByPlayer' response to units for this purpose
  • Updated save/load of CentralSpawners and some registration logic in the GameState and PoliciesDropdownWidget to support this
  • Enhanced SquadControllers to always be counted as 'civilian' unit movers
  • And improved their spawning logic so doing so won't 'break' them when they try to switch their nav modifier over to Civvie mode when they switch modes
  • Quick fix to stop all civvies in a Zone from spawning as the civvie subfaction that's assigned to said zone
  • Started updating handling of Factions for UnitMovers
  • And used this to make a quick fix for Factions Beta units to still be able to capture territory (by devirtualizing when on a Recon(capture) order and near the target)
  • Fixed FOW support for Base_Structure to support structures whose root component is a static mesh
  • Started adding support for a 'MainBuilding' for Dynamic Civvie factions to use
  • Which accesses MercerSystem 'pod trace' logic so these buildings can be dynamically placed around a spot as desired
  • used this to make civilian faction building construction start point not be right on top of the capture point
  • Made civilian factions track if their main building gets destroyed (including via save/load)
  • Made a basic check for Civilian Factions to spawn their main building (currently just after first ingame minute)
  • With changes to initialization for the CentralSpawners to support recognizing the correct faction, and removing the delegate for the check if the building gets set or destroyed
  • Updated 'VectorInBounds' from CepheusBlueprintLibrary to support an optional bool AlsoMustNotBeZero (default true), which also makes the Vector return false if it's a zero vector
  • Updated the Structure Healthbar widget to not show itself if the structure isn't visible in-world
  • Ported over some values from CentralSpawner to the Faction Container, for modularity's sake
  • And copied relevant values from the Police+Anarchist Spawners to their FC
  • Further modularized squad spawning for CentralSpawners
  • Set up logic for dynamic civvie factions start checking for unit spawns after setting up a main building
  • No spawn lists/pricing/costs set up yet for this so it doesn't work yet, but it's most of the way done
  • Ported more settings from the CentralSpawner to the Faction Container DA
  • Set up logic so civilians can be spawned by the dynamic civilian spawners
  • Should automatically be armed when they spawn, if they have CivvieWeapons and no default
  • SpawnWeapons defined (so 'unarmed' civvies won't be a thing, unless the spawned class has no SpawnWeapons OR CivvieWeapons)
  • Waits until MainBuilding has spawned first and prevents their spawn unless said MainBuilding is created
  • Added logic to make Civilian-based spawners pull from World Buildings in the area for populating their ranks (so the civilian count doesn't magically gain numbers when civvie faction units are spawned, and so they cannot spawn if there are no civvies left)
  • Removed the extremely old first version of the Reputation system (the flat number in the PC)
  • Started updating dynamic civvie faction aggression response
  • Started on slight overhaul of Faction-relationship handling, saving, and loading, to better support dynamically-generated factions
  • Improved Unit Mover faction-setting on its units to better ensure dynamic civvie faction units spawn and load as the correct faction
  • Set up Dynamic Civvie Faction 'roll for go hostile' logic
  • Raven health lowered to 1800 from 2700
  • Fixed some animation issues with pistols and the f2000
  • Updated Structure team-registration to reflect the updates that Characters got, allowing them to properly get the correct faction when spawning as part of dynamic civilian factions
  • Started revamping save/load of Walls to be more modular and use StructureSaveData rather than their own unique FWallSaveData
  • P90: damage lowered from 18.5 to 16 & rpm decreased from 700 to 650.
  • Vector: clip size increased from 25 to 40, rpm increased from 900 to 1000.
  • mp5: rpm decreased from 800 to 700, clip size increased from 25 to 30 & damaged Decreased to 26
  • from 34 and 23 from 34 suppressed.
  • m249 - clip size decrerased from 200 to 150 & rpm increased from 750 to 850.
  • x-bren 5.56: is now a 6.8m, rpm decreased to 600 from 700 & clip size decreased from 45 to 30.
  • mcx (m16a3): rpm increased from 800 to 850.
  • Scar 5.56: clip size decreased from 35 to 25 & rpm decreased from 730 to 650
  • mp5sd 10mm: damaged decreased from 34 to 30 & rpm decreased from 800 to 750.
  • Spitters acid attack damage increased from 35 to 40 and projectile speed increased from 2,000.0 to 2,850.0. have fun
  • m16a3 added to the following units. Winters, Assault, Engineer, Heavy, Scientist, Sniper & spec ops.
  • Fixed Doctrine registry
  • speculative fix for crash https://discord.com/channels/469412014427602944/1074600733267206194/1086926583299846196
  • speculative crash fix https://discord.com/channels/469412014427602944/1063512299794612314/1063512299794612314
  • speculative crash fix https://discord.com/channels/469412014427602944/1063512299794612314/1063512299794612314
  • Updated to latest 5.1 standards on coding
  • rewrote audio importing system to hopefully solve audio playback crashes
  • Fixed weather DA references in PlayerController
  • Updated rep range in regular+cannibal civ archetypes
  • Fixed Target Civilians ROE option
  • Added a 'RiotRange' reputation setting to FactionContainers for Dynamic Civvie Factions
  • Added a 'RiotMode' to CentralSpawner (also accessible from FactionManager) and started on logic for turning it on/off
  • Added a 'RiotMode' to Base_Character and set up a delegate for when it shifts and hooked it up in the Anim Blueprint
  • Enhanced setup for FactionManagers to better enable delegate binding for registered units and used this to set up RiotMode on units in a Faction which has entered Riot against player
  • Set up logic to make CentralSpawners declare Riot if rep is low enough (seems to require player buildings before it'll run though, may need to tweak it some more)
  • Speculative crash fix for unit mover devirtualization
  • Adjusted civilian unit movers to have their own UnitMover array in the GameState (so they won't encroach on unit mover cap for infected)
  • Centralized setting of CharacterMovement 'update while rendered' logic to a single function, to try to better manage it and deal with situations where gameplay-relevant civvies remain motionless
  • Updated Avenger Art assets.
  • Updated TOW missile material.
  • Avenger Stinger Missile setup.
  • Fixed preview mesh crashes
  • Added Target Homing to TOW Missile.
  • Added Avenger preview mesh.
  • Fixed Avenger lights.
Please note the following going forward (Restart your game/steam to get the update if needed [/expand]

Known Bugs


(Click Show details for a full breakdown of the changes) [expand type=details]
  • AMD FSR requires an engine restart sometimes to start
[/expand]

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]

Merch 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
[expand type=details]
[/expand]


[ 2023-03-30 01:12:41 CET ] [ Original post ]

Cepheus Protocol
Halcyon Winds Developer
Halcyon Winds Publisher
2020-05-15 Release
Game News Posts: 148
🎹🖱️Keyboard + Mouse
Very Positive (2297 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

GAMEBILLET

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19.99$ (20%)
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21.24$ (15%)
4.25$ (79%)
0.99$ (50%)
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11.99$ (20%)
1.58$ (77%)
12.49$ (50%)
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