Patch - 1.3.2.5.16.2
(Click Show details for a full breakdown of the changes) [expand type=details]
[expand type=details] https://youtu.be/zZA_1INK--I?si=Dx1YWTyRQzPhzgq2 https://youtu.be/dJogCEPsYHU?si=6eJNQoJyj3uQJahl
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190
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 https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08 [/expand]
[expand type=details] Everything goes towards expanding the team and building a better game!
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 https://store.steampowered.com/app/1707120/Cepheus_Protocol_Anthology_Season_1/
https://www.youtube.com/watch?v=6eWbDibGMrU [/expand]
[ 2024-04-18 02:49:21 CET ] [ Original post ]
If your experiencing crashes/instability please try a Steam Verify/Display Drivers update before contacting us.
Patch Notes
(Click Show details for a full breakdown of the changes) [expand type=details]
- Set up several mouse widgets to properly respond to HideUI. Set up HideUI and toggling-to-Operator to cancel out any lazes (ammo call in, engineer, etc.) or builders too
- Updated Atlas to also be recruitable from the Motor Pool. And updated its hovertip to reflect that it now has a Guard Tower configuration, too
- Implemented some speculative fixes to stop the rare 'power widgets appear even when powered' bug
- Fixed some World Buildings that had duplicate devnames (errors like this mess with civilian counts when loading saves).Also boosted the strength of the warning that you get if you save while there are duplicate World Building devnames, so they will be harder to miss
- Fixed Chelsey System 'GetPlayerZonesForAssault' erroneously not returning any Score values, which broke Assault orders for Civilian factions in some cases
- Added a check to remove some avoidance logic for civilians who are moving to Evac Choppers, to try to relax some civilian traffic jams
- Fix added for the target zone in 'evac to other zone' logic sometimes getting 'reset' on load
- Small cleanup to the Game Over widget
- Engine updated to 5.3.2
- Updated the Game Options category to lock out the Sliders from running ValueChanged if Initialized is false (5.3 change caused the ValueChanged to fire off as soon as they initialize, even before the widget as a whole is ready, so new check was needed for 5.3 so settings don't get reset upon opening this category)
- Fixed the SecondaryScreenPercentage setting in the Advanced Options (previously wasn't working)
- Fixed the custom game settings display erroneously displaying a custom Leviathan Start Day as one more than it is
- Fixed up the Leviathan Incubation Rate to be called 'Leviathan Incubation Time' in UI, to be more clear to users
- Adjusted the Alcatraz dock to try to reduce clipping issues.Also adjusted Carrier docking rotation speed to be faster when aligned with the docking spline (not perfect but seems to function)
- Some fixes to camera 'inside of something' check firing off incorrectly (this seems to have been the primary cause of quick 'camera blips' occurring when zoomed out a decent amount)
- Improvements to Helicopter loading to prevent them from 'breaking away' from a Carrier they've landed on, when loading a game
- Speculative fix for this crash https://discord.com/channels/469412014427602944/1227531523604090974/1227531523604090974
- Removed C++ offsets for spawning DNA meshes, so DNA won't 'float slightly off the ground' anymore
- Improved DNA spawn trace logic to reduce cases of 'DNA floating high in the air'
- Fixed multi-gate upgrade (from selecting multiple walls) not functioning
- Weapon rebalance, fixed improper range and damage fall offs for 80% of infantry weapons need to test the others more. but this is a more reasonable change. snipers will feel more useful for long range
- Updated some mortar rotation target logic to account for attach parent rotation, if the mortar has an attach parent (ex: Cerberus Mortar). This fixes Cerberus Mortar barrels seemingly 'facing the wrong way'
- Improved some focus logic to skip setting of focus actor if it's the same as the current for the requested priority, or setting the focal point if it's within .5uu of the current focal point for the requested priority (should save performance)
- Fixed single-unit non-run move orders causing a 'temporary run state', which also caused them to stop shooting for a second if they were in combat!
- Fixed Scientists not having radial vision
- Used the updated WeaponSightRange to allow Scientists to see at least 6000uu even when equipped with the Flamethrower (which doesn't have that range)
- Updated Flamethrower to have 1800uu range (instead of the miserable 800uu it had)
- -Fixed up some Fire Damage logic to be more reliable
- Lowered Flamethrower damage (now that it's reliable, it's very powerful)
- Also lowered fire effectiveness against regular characterss
- Boosted 'max fire stacks' on structures to 20 (from 5). This also means that infected pods can show their full burning effect now
- Updated the LCAC's description to not say that it transports vehicles (since that functionality isn't done yet)
- Improved LCAC 'make it onto land' logic to smooth out the transition somewhat and reduce 'failure states'
- LHA6 'rear door' open/close logic.
- LHA6 Visual improvements, to show up to two of the garrisoned LCACs inside the LHA6, instead of hiding them
- Speculative crashfix for civilian gate getting landscaped as soon as it gets marked as landscapable due to civilian base main building destruction
- Non-hostile civilians no longer block construction
- Speculative fix for helicopters 'rotating oddly' when told to land on certain things
- More speculative fixes for helicopter 'dump garrison' crash
- Fixed an error in Chelsey's stuckwarp logic that would cause her to always return to her spawn pos instead of the nearest stuckpoint, if any stuckpoints exist
- LCAC amphibious movement improved: should be less likely to just 'stop' on shore instead of properly continuing to their land move target, after landing
- Added Build menu icon for Winters.
- Fixed m110 fire animation
- Spine thrower defensive structure fire rate lowered
- Fixed a police station in TI G7 (Blue Crest Estates) not properly being tied into the civilian pop
- Added some improved number-checking for number of civvies to send to evac chopper
- Added an additional set of checks for civvies in a holding area that need to 'transit' over to Evac mode, to prevent potential 'holding area hogging' Result: Numerous 'traffic' issues with evacuation have been resolved!
- Some speculative fixes to make the Mesh/Move tickrate updating be a bit more accurate based on LOD so animations should look a lot more appealing overall
- Fixed an issue with evacuating/managed civilians sometimes loading into a zone without properly registering with the civilian admin
- Fixed nav size for Avenger Turret so units are much less likely to get caught on it
- Added some fixes for civilian 'transfer between zones' to prevent civvies getting stuck in an 'evac limbo' and refusing to do anything
- Presidio Grid 4 landscape and road clean-up + Asset Z axis readjustment
- Updated the 'Building was destroyed' notification to also include the name of the zone it belonged to
- Fixed the 'evac icon' remaining over a building if you shut down Civvie Intake in a zone (or the Admin building gets destroyed in said zone)
- Updated the LHA6 to have an 'overhead icon' like regular units
- Fixed an attachment issue with the 'mast' building for the Carrier
- Updated interaction widget to support 'longer distance mode distance' for the Carrier's sake (so that the widget won't be constantly showing when you're relatively close to it and don't have it selected)
- Updated interaction widget to support a 'simple mode' for the Carrier's sake
- Updated interaction widget to have a 'height offset' for the Carrier's sake (so the widget doesn't appear 'in the water' but near the top of the mast)
- Infected Walls now give no money on kill. They now only give doc exp.
- Fixed an error from the LHA6 interaction widget improvements that broke Garrison widgets for other actors
- Fixes for civvies sometimes 'moving between multiple helicopters indecisively' when evacuating
- Fixed a major math error with a for loop in 'distance calculations' for multi-evac pad setups (likely cause of a hitch or two)
- Removed some extraneous crowd following adjustment when degarrisoning units from holding areas for evac
- Updated civvies to prefer closest helipad w/ helicopter when exiting a holding area to evacuate
- Updated 'helicopter selection' for civilians to better account for 'already taken seats' (using some of the newer Garrison tech), so civilians will start to spread out to other evac helicopters more quickly and efficiently as the number of seats on landed helicopters get 'claimed' (even if not sat in yet)
- Fixed a building in TIG8 (Point Hill) that could release civilians into a completely fenced-in area
- HideUI support for construction holograms
- Some fixes for LCAC 'moving from land onto water' to properly get the boat spline when exiting land
- Renamed the 'Civilian Evac Income' custom difficulty setting to better indicate to the player what it means and does (it's the monetary reward value for every evacuated uninfected civilian!)
- Landscape cleanup and asset readjustment for Presidio Grid 6
General Development Updates
[expand type=details] https://youtu.be/zZA_1INK--I?si=Dx1YWTyRQzPhzgq2 https://youtu.be/dJogCEPsYHU?si=6eJNQoJyj3uQJahl
Letter from the Producer
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190
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 https://www.notion.so/cepheusprotocol/Cepheus-Protocol-31f1b25ce00148d6844825f4a0c0bc08 [/expand]
Ways to Support Development
[expand type=details] Everything goes towards expanding the team and building a better game!
Consider Supporting us on Patreon
Merch Store
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 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]
Cepheus Protocol
Halcyon Winds
Halcyon Winds
2020-05-15
Indie Strategy Adventure Simulation Singleplayer EA
Game News Posts 137
🎹🖱️Keyboard + Mouse
Very Positive
(2227 reviews)
https://cepheusprotocol.com/
https://store.steampowered.com/app/979640 
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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