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
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- Added an L-shaped prefab to the list of dynamic prefabs for civvies to use
- Fixed civilian walls not running some BeginPlay logic they needed
- Civvie walls now properly landscape-away trees/etc. when their base spawns
- Added basic nav check, other structure check, and 'corner traces' to civ prefab placement to improve placement
- And added a 'Tiny' prefab, so some zones that other prefabs won't fit in can still hopefully get them, but didn't hook it in (seemed too comical for the time being)
- Lowered devirtualization range by 2000uu (from 20K to 18K). Not seeing many folks complain about units 'popping out of nowhere', so wanted to drop the range a bit to boost performance
- increased the rate of 'distance checks' that the UnitMovers do to determine if they should virtualize or devirtualize (since this check seems very cheap). Performance tweaks
- Added an early 'bounding box' check when spawning civvie prefabs, to reduce the number of situations where a civvie camp spawns too close to another
- Implemented logic so civvies will use their resources (currently, 350 supplies) to purchase a stronghold position in their zone, if there is one and if they already have three regular bases claimed
- Civilian groups will now roll aggression at their creation and have wars/infighting across groups. Some groups will naturally be more aggressive now
- Civilian groups can assimilate other groups into theirs and expand their influence across zones
- Adjusted Civvies to utilize their Aggression stat (range 0.0-1.0) when calculating whether or not they should fight the player (when rep's low, it acts as a 'multiplier' to the 'attack player' roll: i.e. (1.0 + Aggression) * Roll == ModifiedRoll)
- resolved a save/load issue so that, when a dynamic civvie faction loads warfare against another dynamic civvie faction, if the other faction doesn't have their central spawner loaded yet, it can hook into a delegate for when that CentralSpawner gets set
- Quick update to some of the prefabs in Treasure Island to resolve some small discrepancies with the pre-calculated bounding boxes (likely wasn't needed, difference was past the decimal)
- Quick bounds fixes to the Presidio strongholds 5-8 in line with the new things I added from my previous commit (Efrain if you see this, don't worry, I added new stuff so I had to re-do the calculations. You're fine. :P )
- Updated the 'Offset Non-Spline Transforms' functionality for setting up Civilian prefabs to also adjust the actor's world location in the opposite direction, so you don't have to worry about 're-scooting' the actor back into position when setting up pre-placed prefabs (such as strongholds)
- Added sfx for avenger and hooked it in avenger bp
Known Bugs
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- Nothing yet
General Development Updates
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https://youtu.be/GV3YOssGEfs https://youtu.be/LOdVk1yiuakLetter from the Producer
https://steamcommunity.com/games/979640/announcements/detail/3718325557390407190New 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-31f1b25ce00148d6844825f4a0c0bc08Ways to Support Development
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Everything goes towards expanding the team and building a better game!Consider Supporting us on Patreon
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