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Carrier Progress:




The carrier kinda slapped us around technically as we worked to implement and R&D it on the fly. We believe there is still a solid 1-2 day process left to iron out movement kinks. Then we will be working on the following to wrap up the carrier and get onto the CERC/Doctrine revamps that i posted about a few days ago on the Discord announcements.
  1. Carrier being able to build certain units from its "Mast"
  2. Carrier can build weapon emplacements by unlocking them from the Engineering doctrine upgrades.
  3. Docking at Ports
  4. Hovercraft added instead of Beaching to allow transport to and from the carrier without Helicopters.
  5. Death Condition tied to the Carrier and not Winters
  6. Winters is now a rebuildable Hero at the Carrier

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)
Details
  • Fixed vision not being properly shared to 'gun-enabled passengers' for certain vehicles (such as the Sparrow helicopter)
  • moothed out some of the 'activation' of 'holding area to evac helipad' logic, so civilian evacuations should run more smoothly now
  • Carrier - Boat spline updated with some logic to 'let unit go' once they have a straight line to their target
  • Fixed Selective Fire, if it blocked shooting, not properly enabling spread decrement (this was resulting in situations where units would refuse to shoot unless too close to the target, and thus never decreasing their spread-from-recoil, thus causing some saves that have Selective Fire on to have units who will not shoot until they shoot something from up close)
  • Updated loaded weapons to make sure they decrement spread if they were loaded with an above-minimum value (so 'first shot' after loading won't have a high spread possibility)
  • Updated Selective Fire to use the old minimum spread value (from before previous commit) now that spread properly decrements on load
  • Updated Auto Reload logic for Mortars and Turrets to function better if the player ran out of money while they were active (or while activating it)
  • Fixed an issue with guard tower units not being able to shoot
  • Updated helicopter-attachment attacks from Chelsey/LTs to deal extra damage (so they won't remain up there super long)
  • Additionally, added a 30-sec timeout to the 'helicopter attachment attack', so Chelsey will eventually detach if the helicopter is somehow still alive
  • Added a 1-minute cooldown after Chelsey detaches from a helicopter before she can jump attack another helicopter
  • Updated helicopters to shut off their stimulus component when performing dying animations
  • Carrier Supplies Ammo & Gas to all unts on top of it
  • Units who deploy will now attach to the ground beneath them (so Mortar Cerberus can function on deck of the Carrier)
  • 'Vehicle Dropoff' logic now supports dropping vehicles off on the Carrier
  • Fixed decal3D for carrier
  • Movement logic improved to stop boat 'flying' higher than its water height
  • Safety added for proxy movement on carrier surface to make garrison re-entry easier
  • Fixed nav issues and issues with bridge build volumes that excluded them from corresponding Zones
  • Improved an error report regarding invalid build zones, and used this to remove (for now) a build zone on Sentinel North (Alcatraz) that was returning -1 'distance' values
  • Added a check to stop the move queue update from allowing a lot of infected to try to use proxy movement (when they shouldn't be doing that)
  • Added a safety to AI "ReissueMoveCommand" to prevent infinite loop crashes
  • Added a 'if over water, destroy self' trace check for UnitMovers
  • Fixed Operator spawning with a different weapon than listed
  • Fixed civilian faction walls leaving behind snappoints if the player moves a civvie settlement
  • Reduced health on bridge segments by 1/3 (1500 to 1000), should make them more reliable to destroy with airstrikes
  • Implemented several fixes to 'disable landscaping' on construction, to fix some situations where landscaping would still occur
  • Also fixed an issue that allowed you to build buildings on top of Strategic Resource Points (SOC construction spots)
  • Updated Raven Nests to no longer register (erroneously) as SpawnPods (this could cause infected humans to 'emerge' from raven nests in trees when you approach)
  • This may not fix the issue for old saves, but should resolve it for new nests going forward
  • Fixed the Charon not spawning with a Pilot and not needing a Pilot (may break Charons in existing saves)
  • Updated swapping from Operator back to RTS view to properly reset view pitch values to camera default values
  • Updates to helicopter rotation handling to fix combat rotation while helicopter is stationary-in-the-air (oversight meant rotation tended to stop rotating while it was stationary)
  • Set up turrets to freeze their movement as part of their BeginPlay, so whatever bug causes them to 'scoot' hopefully will not be able to do so anymore
  • Fixed an issue with water-detection being incorrect for boat move orders (which caused boats to sometimes move to the wrong location as a safety)
  • Improvements to helicopter loading to resolve helicopters 'floating in place' if they were onboard the
  • Updated Carrier turn speed
  • Updated Carrier 'obstacle tracing' for negotiating around islands
  • Updated degarrisoning to use ground traces for dropping units off (makes things safer for dropping units off on the Carrier)
  • Improvements to Helicopter landing to make it land more reliably on the Carrier. Attaches' to the ground underneath it when landing, so that (when over a moving carrier) it'll match movement
  • Landing logic updated to use WorldOffset instead of LocalOffset, to prevent weirdness when landing on scaled objects
  • Improvements to movement relative to the Carrier, when giving move orders/queued commands on the Carrier
  • Helicopters now update their move target relative to the Carrier
  • Single-unit move orders will now properly show the 'move order line' and queued move commands on the Carrier, instead of holding those 'points' at the same unmoving location while the Carrier is moving
  • Additionally, single-unit queued move commands will now remember where on the Carrier you clicked. Formations haven't received this update yet
  • Fixed the preview circle sprite when hovering over the Carrier to select fastrope location
  • Fixed helicopter detection of reaching 'fastrope destination for rope dpeloyment'
  • Helicopters now 'attach' to Carrier when fastroping, so they remain over it
  • Fixed a distance check for helicopter Carrier fastroping that broke regular fastroping
  • Fixed Helicopters not detecting the Carrier when commanded to land on it
  • Improvements to Merlin vehicle-drop-off logic to better support the Carrier
  • Updated Carrier to no longer 'face point after moving', so it no longer awkwardly rotates on completing move commands
  • Improved Carrier 'obstacle trace' to no longer miss the bridge that leads to Sentinel North (led to situations where the Carrier could 'go through' the bridge)
  • Carrier : Adjusted water height further, so the 'color line' is barely showing above the water (and playerstart in the Open World Master to line up with this)
  • Improved the 'wide turn landmass detection' logic from yesterday to be more reliable (not 100%, but it's a lot better), and committing it
  • Some fixes to helicopter not properly attaching to the Carrier when starting a new game in the Open World
  • Added a 'hit land' safety for the boat, to stop it from getting stuck should its pathfinding fail
  • Fixed an error with fastroping that caused helicopters in the Master to go right on top of the ground to fastrope
  • Carrier - Continued on wide turn, adding turn acceleration and 'overturn' logic so the Carrier will 'overturn' a bit and correct itself when straightening out

Please note the following going forward (Restart your game/steam to get the update if needed

General Development Updates

Detailshttps://youtu.be/GV3YOssGEfs
https://youtu.be/LOdVk1yiuak

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

Ways to Support Development

DetailsEverything 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

First 40 Minutes of Cepheus Protocol Anthology Season 1

https://www.youtube.com/watch?v=6eWbDibGMrU
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