





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
We have had Winters who has far more experience with UX/UI work with our concept artist while ive been working to wrap up phase 1 from a structural/Gameplay standpoint. Here is the latest "Draft" let us know what you think of the UI. The Operator and all menus will be getting a pass next from a design standpoint once this UI is approved by myself.
[img src="https://clan.cloudflare.steamstatic.com/images/33900595/d2b5ea52947b81929aac624df4a1df8b13e822a5.png"][/img]
More at this week's CERC HQ!
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Fixed Operator Customization camera resetting oddly sometimes when zooming in and out
General Gunsmith changes - Increased brightness, fixed camera offsets in weapon viewer, adjusted operator viewer camera position a Minor visual adjustments.
Added a zoom function to Gunsmith
Raised the Zone text in Half Moon Bay
Fixed Turrets not being repairable
UI repair icon changing when you overlap over a damaged turret fixed
Kick Option added to Servers (Hold F1 for player list + ping options)
Added Server Password Feature Updated a "lock" icon on the server browser to show status of servers
Add Server version to listen server (Servers on a different version will block joining + turn red)
Redid the "Dev" badge to occupy a permanent space on the server browser
Pruned some version data and moved it to the application title name instead
Made the horde mode graphics a bit smaller and shortened the under attack text
Applied a select zone logic improvement to make how structures detect which "zone" a structure is owned by to make it more accurate when overlapping multiple zones via a scoring system for edge cases where you build over borders. Make Power supplying + reduction more accurate
Applies some improvements to the Construction system to resolve some reported bugs where Engineers/Assaults would randomly stop mid construction when starting a new build order
Lowered the network cost of hit marker callbacks to Operators
Blocked Operator input in multiplayer games when the pause screen is up (Only occurred as a client)
Blocked further RTS camera inputs when pause menu is up (Only occurred as a client)
Half Moon Bay Additional level changes (More detail work added)
Text chat added blinded to Enter as a toggle . Can also be clicked manually. Auto hides after 5 seconds of no "activity"
Pause menu visuals changed to make a bit more visually appealing. (More work will be done when we get to UI in the next few weeks)
Changed up how Gunsmith weapon selection buttons are displayed/sized
Edited Gunsmith weapon buttons to always show XP meters, even if no XP is on the weapon right now
-Boosted Operator name character limit to 30 (from 12) (top left of gunsmith popup)
Several gunsmith/Operator Viewer fixes
Fixes to Gunsmith 'attachment selection' window's dropdown to initialize properly on clients (instead of each combobox being 'empty' when opening it as a client)
Updated Gunsmith attachment dropdowns to respect 0-based internal weapon level system (i.e. appear as level 1/3 instead of 0/2 when listing attachment level requirement)
More replication fixes for resolving bugs with swapping weapons as Clients.
Weapon_Base OnRep_MuzzleAttachment: now sets bSilencerActive and updates muzzle flash location
Operator names now properly appear on the recruitment tracker and on the operator local HUD
AA12 close range damage increase by 20%
Spas 12 also increased by 20%
Adjustments to style/position for navigation buttons on the WeaponLoadoutWidget
More button style improvements for Gunsmith widgetry
Glock 19 - Standard magazine added
Falcon Field Regional Airport detail pass
M4 recoil nerf
Added an extra grip to M4
Fixed Combat Mode getting "bugged" for Operators and forcing them to keep their gun up forever once your Operator saw an "enemy"
When jumping to your death in the hub it will teleport you back to the center of the map instead of killing you now. teleport Volume system added + replaces kill zone volume system in hub
Fixed landscables mode not showing its radial + cost of removables in RTS toggled with / for now till the UI pass
Added a no build margin around all horde objectives to stop AI from being "confused" when you built enough around the central structure to the point they had no point to "calc" to. Wil be looking to see if this resolves the remaining horde navigation issues for attacking parties this is more of a test
Opening the Pause Menu breaks the Quartermaster mouse
Infected can sometimes get "confused" if you build close enough to the spawners (Some fixes were applied to resolve this testing to see if its gone)
More fixes for Operator name when adjusting profiles (not done, profile switching has more issues in main menu for the time being)
Were thrilled to share our vision for the future of Cepheus Protocol! With your continued support, were working tirelessly to refine the game and introduce exciting new features that elevate the experience.
[hr][/hr]Experimental SP/Co-op Horde Mode Now live via the cerc-hq-public branch up to 16 players in hybrid RTS/TPS.
Operator System (Hero Units) Possess and control elite units in RTS/TPS mode with leveling, perks, and loadouts.
Add more Operator weapons and equipment.; Michael is working through a backlog of 20 Operator weapons and more Operators/Skin variants atm.
[img src="https://clan.cloudflare.steamstatic.com/images/33900595/e42a5eebfd55a29ba62689cab8def22f21d7b08a.jpg"][/img]
RPG Progression System Operators gain experience, unlock skills, and equip customizable weapons.
UI Overhaul A new interface to support RTS/ Operators & Menu's
Monterey Bay Horde Map Large-scale co-op testing with new wave mechanics and future extraction goals.
Tracking down Desyncs, bugs & crashes!
Finalize and polish Phase 1 by mid-July
Launch Phase 2: Expanded DNA Research + Doctrine gameplay
Prepare Phase 3: Pandemic Return
Check our stickied Roadmap post on the Steam forums
[hr][/hr]Play the experimental SP/co-op mode!
Try Operator mode using the in-game console command: PossessFirstOperator
Report bugs, give feedback, and wishlist new content
Join our Discord to engage with the team and community
Thank you for continuing to support the game this is just the beginning.
[hr][/hr]Head over to our Discord Server or Steam Discussions to connect with other players and the development team. Together, were building something truly special. Thank you for being part of this journey with us!
We also hosted a Playtest on Discord last week with 10 people check it out here!
[dynamiclink href="https://youtu.be/JGQjU-UWl5Q"][/dynamiclink]
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