FAQ

## Gameplay Related FAQ

**Q: How do I exit first person?**

**A:** Select the operator and press B again to take control of them from a first person perspective.

**Q: How do I kill Patient Zero?**

**A:** Shredder rounds are the only known way to kill PZ. You can unlock them from the Command Center after collecting enough DNA from the infected.

**Q: What happened to thermals/[this old feature]?**

**A:** Thermals were removed, but may be brought back in a more limited capacity in the future. Mechanics and features are constantly changing, and some things you remember from previous builds, might not exist in the current one. The developers of the game highly encourage player feedback to any of these changes. Check out the games socials for more information on this!

**Q: Why are capture trucks sometimes required to capture territory, and other times not?**

A: The capture truck mechanic is in place ONLY when factions are disabled. Faction AI does not work with capture trucks, and will use the alternate zone capture mechanic for the time being.

**Q: How do I increase the max population?**

**A:** With faction mode on, by capturing territory. With no factions, by capturing territory and building garrison tents.

**Q: Why don’t the factions do much? Or why are the factions taking everything over?**

A: The faction mechanic is in its early stages and will receives updates late on in development. Expect some bugs if you enable them in your playthrough.

## Feature Related FAQ

**Q: What is going on with Factions/Civilian Management**

**A:** Faction and Civilian Management is actively being developed, as well as a number of o ther features. These new features are often open for testing on the Experimental Branch

**Q: What are the differences between the factions?**

**A:** Take Captain Pierce’s Faction for example. They will secure/take over just enough zones to give themselves a buffer, so they do not stretch themselves thin and then use a method of vassalizing nearby civilian groups to exert control across the map. This strategy means that an attack on one of them is an attack on all of them, so they will work together to keep their “safe zones” under control. But then Natalie has another method of maintaining control or chaos really. She will work with just about anyone utilizing a strategy of the ends to justify the means she will carry out suicide attacks, use civilians as shields, and disappear just as quickly as she appeared, leaving devastation in her wake.

**Q: Are you going to add special abilities / Hero units to the factions?**

**A:** Natalie and Pierce will be AI that are guarded and travel with some of their attack teams. They will be super units similar to Winters. They will have some basic abilities, and if you successfully assassinate them, 80% of a Factions units will abandon their post over a 20 minute period weakening them

**Q: Why wouldn't I just kill them outright what are some consequences of your actions for killing Pierce or Natalie?**

**A:** It is our goal to simulate that your actions have consequences this means that sometimes even through you won in the short term the implications will ripple through a play session over time. An example: Say your eyeing that bonus cash Pierces HQ provides to him and you think it would be so much better under new management. You could attempt an all out invasion from air or land but that would be costly . Especially if Chelsey tries to join the party from behind. In this case, you would instead load up a full team of Spec Ops in a Blackhawk and you pay him a visit at night and kill him when he least expects it. (Afterall they will be getting a cloak like Winters). He's still the Hero of the people his men will disband over time and ultimately be weakened but the civilians in the map won't forget what you did. In this regard of targeting Pierce and his men, don't be surprised if you start an insurgency or guerrilla war with the civilians of Treasure Island.

**Q: How will they protect their leaders, won't cloaking be OP?**

**A:** Guard towers will now reveal cloaked units going forward. On top of this they will learn and get smarter as we gather feedback. An example? Natalie will learn how you like to travel and roll chances you'll use certain paths she'll use technology that will damage your ability to use the drones thermal ability allowing her to setup ambush teams and wait for you and other factions on rooftops, streets, etc. Ambushing teams for Natalie will emit an almost glitch effect to the Drones thermal in patches so if you play close enough attention you can spot them

**Q: How will cover work? Are you going to add a system for it?**

**A:** Cover will be implemented during the second week of the public beta it will allow units to interact with their environment to gain buffs to effectively raise the chance of an enemy unit missing. Sandbags and other build-able structures will be able to provide cover and we will map zones such as negative cover where you will easily take more causalities I.E creek beds. We are looking at Company of Heroes 1 when it comes to reference on implementation This will make flanking maneuvers far more effective as AI will use the cover system quite often. Infected will not use the cover system at all

**Q: Is this game multiplayer? Will it ever be multiplayer?**

**A:** Right now Cepheus Protocol is a single player game, multiplayer is a planned addition in the coming years.

**Q: Why can’t I have more than 80 units?**

**A:** In order to test performance, mechanics, and to help solve bugs, the dev team has implemented a maximum population of 80 units.

**Q: When is the next update?**

**A:** Be patient. The game is early access release and the devs are working hard to ensure we communicate if a patch doesn't come out why and what they are doing to resolve it. We will update the game when it's ready. Be sure to check out our socials to keep track of what we've been working on!