Couverture de Cepheus Protocol HQ

Cepheus Protocol HQ

Cepheus Protocol HQ

De : Halcyon Winds
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Welcome to Cepheus Protocol HQ, your ultimate weekly briefing on all things Cepheus Protocol! Join the Halcyon Winds team as we explore the latest updates, reveal behind-the-scenes development stories, and answer community questions about the game. From exciting new features to design challenges, this is your all-access pass to the evolving world of Cepheus Protocol. Tune in every week and stay ahead of the outbreak!Halcyon Winds Science-fiction
Épisodes
  • Road-Loving AI and the New Save System
    Feb 10 2026

    A dev stream focused on two big near-term upgrades: an early save/load system (currently via console commands) and a major vehicle pathfinding overhaul aimed at getting trucks and armor to drive like humans instead of bulldozing entire city blocks. The host demonstrates saving in-game (including screenshot-based save thumbnails), explains multiplayer limitations (host-only saving, loading from the hub, clients/operators being recycled, money/control returning to host), and calls out what’s not serialized yet (things like grenades/projectiles).On the AI side, they walk through the new navigation “cost” tuning: vehicles now strongly prefer roads and dirt paths, only smashing through fences/walls when a short move makes it genuinely cheaper. They show the debug nav visualization, highlight remaining oddities (end-move quirks, objects not waking from physics sleep, streetlights behaving wrong, loss of vehicle momentum), and flag more polish coming next week based on community poll priorities (vehicle pathfinding #1, infantry pathfinding #2, performance and formations next).The stream also touches several other updates: a recently fixed crash tied to a specific vehicle move order, desync-related guard tower placement bugs, camera feel improvements, cinematic mode toggles for clean screenshots, and a balance pass that buffs infantry resilience and improves vehicle survivability while reducing population costs for many vehicles.Finally, there’s a look ahead: UI-based save/load arriving around Monday/Tuesday, more custom game options (infinite ammo / no reload / toggles for supply and gas), ongoing optimization for lower-spec GPUs and Steam Deck/controller support, a near-term roadmap toward civilian evacuation presentations and implementation later in February, and weapon pipeline updates for customizable operators (including an LMG drop and a P90 in progress).

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    1 h et 57 min
  • Doctrines Now , Saves & Evacuation Next
    Feb 5 2026

    Episode summary:

    After a short hiatus, the dev team returns with a rapid-fire status update on what’s shipped, what’s broken, and what’s coming next. They recap the January build flip and the launch of a deeper doctrine tree (including airstrike support like A-10/AC-130 and gas canisters), then address the biggest immediate gap: the in-progress save system, currently being tested to ensure all new systems serialize and load correctly.A big chunk of the episode focuses on stability and moment-to-moment frustration fixes—especially “pathfinding” complaints that often trace back to bad collision and navigation mismatches. The team explains how they’re hunting down stuck units across older maps, and why Calypso was pulled for a major rework: mountains were too tall for helicopter behavior and engine limits, so the landscape was cut down, routes were widened for vehicles and juggernauts, and buildable plateaus and beachhead access were expanded. Calypso is expected back in rotation soon once terrain smoothing and grid fill are finished.On balance, infected melee damage has been refactored to feel less cheesy (with special attention to juggernaut attacks), and the next balance pass targets CIRC weapon damage tables. Operator content continues to grow with themed skins (including new onslaught variants), XP grind reductions, and upcoming operator improvements like zoom behavior when aiming with optics and a laser designator to call in support options.The final segment lays out an early plan for a revamped civilian evacuation system: civilians funnel into a central intake, get screened, and are routed into holding, research, or euthanization based on player-defined rules—supported by a separate staffing system so your RTS population isn’t permanently tied up guarding tents. The team also teases longer-term ambitions—more maps, larger mainland scenarios, optional destruction experiments, and campaign inspiration—before closing with Q&A and an invite to public playtests immediately after the stream.

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    1 h et 37 min
  • Logistics & New Private Testing
    Feb 5 2026

    Summary:

    This episode dives deep into the massive rebuild and overhaul of vehicle systems, from fixing longstanding physics bugs—like tanks endlessly reversing—to laying the groundwork for more realistic formations and interactions. The devs share how new logistics systems are reshaping supply chains with fuel, ammo, and repair variants, and walk through the first iteration of the targeting computer that will power automated mortar systems. There's a focus on meaningful playtesting feedback, AI pathfinding fixes, and real-time tweaks as new vehicles roll into private testing. You’ll also hear about the push to streamline unit modularity for faster development, the addition of medical variants, and early work on improving map design for heavy vehicle navigation. Plus, progress updates on airstrikes, doctrines, unit interaction polish, and upcoming seasonal cosmetic features.A few times each week, our developers host public multiplayer sessions where we jump into the chaos ourselves—testing, refining, and showcasing the true state of the game. These sessions are open for everyone to join, chat, and experience the evolving sandbox that Cepheus Protocol Multiplayer and Singleplayer has become.

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    2 h et 6 min
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