Doctrines Now , Saves & Evacuation Next
Автор: Cepheus Protocol
Загружено: 2026-01-31
Просмотров: 361
Описание:
EP. 77
CERC HQ is our weekly dev podcast documenting ongoing development of Cepheus Protocol and answering questions live. The episode summary is filled in after the show goes live within a couple hours, up to a day, so check back if it is still marked TBD.
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 CERC 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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