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Patch Notes 2025.10.30.3 - public-playtest Treasure Island Now playable!

[p]W.I.P New Standard Infected meshes preview![/p][p][/p]
Patch Notes:
  • [p]Various model improvements to Alcatraz island[/p]
  • [p]Pandemic Treasure Island Operation last Light Added (Beta) Angel and North San Francisco will be added in the coming months as we continue to add the ability for Infected to island hop![/p]
  • [p]Fixed bogus fence collision on TI[/p]
  • [p]Gate structure delegate issue that causes a performance hitch[/p]
  • [p]Fixed the Player camera getting locked to weird rotations when you exit the Operator while shooting from the skids of the Sparrow[/p]
  • [p]Fixed Helicopters not being able to land on the LHA6 after the recent landing tool improvement[/p]
  • [p]Formation System =Units in 'Run Mode' will leave run mode if given a move order with enough other units who are not in run mode. Units will not stay at 'jogging speed' when exiting a formation move (due to final move order), when not running[/p]
  • [p]Adjusted collision box for SOC Tent to not have as much 'invisible collision' over its top[/p]
  • [p]Adjusted SOC upgrades to not have collision on for the 'additions'[/p]
  • [p]When constructing the build tool will now remember the last orientations of placed structures to make mass building placement quicker. it will reset after 10 seconds after leaving the building tool. [/p]
  • [p]Improved the Building tooltip to reflect the new building options[/p]
  • [p]Added safety to a delegate that was being called improperly due to a race condition [/p]
  • [p]Fixed hit reactions for blow up and co when shot from an Operator acting weird when shot in a critical point [/p]
  • [p]Increased the min update rate of helicopters to decrease jitter on clients[/p]
  • [p]Fixed Flare crash, RadioMusic Crash & Client side radio widget crash[/p]
  • [p]Fixed skycrane cables not spawning on clients[/p]
  • [p]Improved sky crane net update rate to make its movement smoother for clients[/p]
  • [p]Replaced Standard Infection models with 2 new ones. More to come![/p]
  • [p]Added all CERC classes as selectable Operator "skins" under the Generic tab[/p]
  • [p]Speculative fix for buildings disappearing if you late join for CERC stuff [/p]
  • [p]Fixed some weapon range logic issues for helicopters where the would fail to shoot sometimes if another weapon slot was empty( Sparrow)[/p]
  • [p]Fixed a safety on weapons incorrectly blocking the proper VFX spawn locations' only for helicopters[/p]
  • [p]Made a helicopter 'move up check' trace more reliable[/p]
  • [p]Fixed infected melee code sometimes improperly setting capsules outside of valid ranges making them miss attacks.[/p]
  • [p]Vision Grid crash resolved[/p]
  • [p]Fixed the 'Hold Fire' icon not appearing on player unit overhead UI[/p]
  • [p]Set up the 'weapon range indicator' to no longer appear for units without an inventory component (so a selected LHA6 no longer shows range indicator if you have that ROE turned on)[/p]
  • [p]Updated hovertip (at bottom right) to support displaying power requirement/power supply for structures[/p]
  • [p]Set up the LHA6 to use a proper unit icon (ported and darkened the one from Legacy) -Fixed up redirectors[/p]
  • [p]Set up the Wallbuilder Cost Widget (price display when constructing wall segments)[/p]
  • [p]Unified the 'building construction' call into a single function call, even when multiple buildings are in the same order (i.e. bunch of wall segments) =Should be more net-friendly and it unifies the 'activity log' entry down to one thing per bulk-buy, rather than one entry for every wall segment[/p]
  • [p]Fixed up 'building refund' logic to detect if the owning player of the building/wall is disconnected, and if so, to give the money to the Faction Owner instead (host usually)[/p]
  • [p]Set up some Unit Ownership improvement to building/wall construction, so if you refund a building when economy is in 'split' mode, the player who constructed it gets the refund[/p]
  • [p]Set up the 'Garrison' mouse cursor when mousing over a garrisonable-actor with units that can enter it (with appropriate updates in selection or garrison array changes)[/p]
  • [p]Removed all restrictions on gibbing. Implemented a new "live" system that is far more efficient and cheaper. [/p]
  • [p]Fixed bleed out so it now occurs whenever a limb is destroyed instead of only when legs were [/p]
  • [p]Added support for infected to support deterministic spawning for mesh variants for all the new standard infected types. [/p]
  • [p]Fixed Operator Damage not applying properly for limbs[/p]
  • [p]Fix hangar collision and restored old Treasure island static meshes for roads[/p]
  • [p]Speculative fix for OnLoseSightOfUnit on unit death crash[/p]
  • [p]Fixed collision issues on TI landscape[/p]
  • [p]Fixed bad water shader failing to compile[/p]
  • [p]Made helicopter landing more reliable ('ground height' trace started too low, so helicopters sometimes would end up getting low to the ground then 'missing' said ground from being too close, but no more)[/p]
  • [p]Fixed a decay rate issue on Infection for CERC[/p]
  • [p]Fixed Medical tents not properly healing infection[/p]
  • [p]Resolved an infection bug where CERC units would turn incredibly fast at higher infection levels[/p]
  • [p]Bug fix for crash [/p][p]https://discord.com/channels/469412014427602944/1432150898246815784/1432150898246815784[/p]
  • [p]Bug fix for crash [/p][p]https://discord.com/channels/469412014427602944/1431738741721927833/1431738741721927833[/p]
  • [p]Damage balance pass on cerc weapons for better range falloff[/p]
  • [p]Fixed a bug where CERC would fail to turn when infected[/p]
  • [p]Fixed attenuation for reloads[/p]
  • [p]Fixed some remaining spine thrower issues [/p]
  • [p]Added Ammo tent resupply actor component override for new radius values[/p]
  • [p]Updated fog of war to use the "Max" or highest sight range of the 2. So units can always get the job done. I.E Spine throwers always having a longer Air range[/p]
  • [p]Expanded Weapon Range for all weapons in game to have a Air range + ground range. So Spine throwers and other weapons can have more nuance [/p]
  • [p]doubled the resupply range of barrack/ medical and ammo tent . Added Treasure Island to map Rotation under the code name Operation Last Night[/p]
  • [p]Fixed up Structures not properly deregistering from FOW on death (including on clients)[/p]
  • [p]Shooting enemy structures and Spine Turrets is now far more reliable[/p]
  • [p]Phased out a legacy approach to how infected target structures in melee, to make them more effective at range calc. [/p]
  • [p]Sound settings changes for consistency set targeting speed to be faster on turrets[/p]
  • [p]INCREASED all targeting speed of ground units. fixed some sound issues with evolys and tweaked attenuation [/p]
  • [p]Decreased build time for garrison tents, turrets and generators. [/p]
  • [p]Increased smaw reload time to 3s. [/p]
  • [p]Increased reserve ammo counts for all ground units. [/p]
  • [p]Reduced spec ops entry fee. [/p]
  • [p]Increased sparrow health to 380 from 280[/p]
  • [p]Speculative freeze fix for radio music bug [/p]
  • [p]OPtimized some Construction system to be more efficient and performant at large scales[/p]
  • [p]Fixed Kicking not working after a recent UI revamp to player lists[/p]
  • [p]Added some safeties to Weapon to fix Niagara queries [/p]
  • [p]Moved Writing to the activity log to a background thread and added some async locking code to better safeguard read/writes [/p]
  • [p]Fixed ADS remaining client side desyncs [/p]
  • [p]Fixed barbed wire having a collision setting that blocks FOW, Fixed ADS not rotating on clients [/p]
  • [p]Fixed a math issue where the newer smaller helipad would malfunction [/p]
  • [p]Fixed juggernauts pausing randomly in the middle of combat again![/p]
[h2]Current State of the Rebuild[/h2][p]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.[/p][h3]The Battle of Half Moon Bay[/h3][p]This particular session started with twelve players splitting into multiple fireteams, each setting up forward operating bases (FOBs) across the city. One team established their base in the center, another fortified the soccer field, while a third entrenched themselves near the construction site. Once Chelseys location was discovered, the teams coordinated to divide the map—back-capping the right side and containing her forces to the left.[/p][carousel][/carousel][p]The first major engagement came at the soccer field, where Chelseys infected army launched repeated assaults. Waves of brutes and juggernauts clashed against entrenched defenses while operators and RTS-controlled infantry fought street-to-street. When Chelsey shifted her focus toward the Bayfront Administration Center, the central fireteam held firm, repelling the push and stabilizing the front lines.[/p][p]Meanwhile, Moro’s team conducted daring hit-and-run strikes deep in infected territory—keeping Chelsey off balance and forcing her to defend on multiple fronts. A few close calls nearly broke our lines, but through coordinated air support and precision strikes, we turned the tide. Soon after, our combined forces launched a decisive counteroffensive that pushed her back to the import-export district.[/p][carousel][/carousel][h3]The Final Push[/h3][p]At the climax of the battle, Chelsey unleashed everything she had—massive infected hordes, explosive variants, and juggernauts charging the southern front. The push almost succeeded, but a quick call for reinforcements from Ford’s squad brought helicopters and operators roaring across the skyline. The ground units regrouped for a final unified assault, sweeping across the neighborhoods toward the lighthouse and satellite communications sectors.[/p][p]In a storm of gunfire, missiles, and chaos, we finally pushed Chelseys forces back into the sea—securing a hard-fought victory. The battle ended with every surviving player lined up across the pacified coastline for a well-earned group screenshot.[/p][p][/p][carousel][/carousel][h3]A Milestone Moment[/h3][p]This match marked one of our most successful multiplayer playtests yet—no crashes, minimal bugs, and over 90 minutes of pure, unscripted RTS/TPS mayhem. You can watch the full 1 hour and 28 minute playthrough below. Every week, sessions like this bring us closer to the vision of what Cepheus Protocol is meant to be: an RTS unlike anything else in the genre—alive, unpredictable, and built on the stories that emerge when real players face impossible odds together.[/p][p]Thank you for your continued support as we rebuild Cepheus Protocol from the ground up. Every match, every bug fix, and every chaotic moment helps shape the future of the game.[/p][p][dynamiclink][/dynamiclink][/p][h2]How to Opt In[/h2][p]Here’s how to opt into the Cepheus Protocol public playtest on Steam:[/p]
  1. [p]Open Steam and go to your Library.[/p]
  2. [p]Right-click Cepheus Protocol and select Properties.[/p]
  3. [p]In the left panel, click on Betas.[/p]
  4. [p]From the dropdown menu, choose public-playtest.[/p]
  5. [p]Close the window. Steam will automatically begin downloading the playtest branch.[/p]
[p]Once the download is finished, you’ll be running the public playtest version.[/p][p][/p][p]Recap for those late to the party[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]
What’s Coming Next
[p]Immediate priorities are:[/p]
  • [p]Balancing the new Builder Drone and Juggernaut AI[/p]
  • [p]Wrapping helicopter polish (directed landings, pads, operator features, desync fixes)[/p]
  • [p]Fixing AI issues with enemy prioritization and tactical decisions[/p]
  • [p]Frequent bug fixes as we get reports[/p]
  • [p]Chelsey’s AI[/p]
  • [p]Juggernauts are undergoing testing at the moment[/p]
  • [p]Population Meter re-implemented at the bottom-left of the UI for tracking infection strength[/p]
[p]Once helicopters and AI stability are locked in, focus will shift to Custom Game Options so players can tune pacing and difficulty. Vehicle driving AI and pathfinding are next in line, but we may hold off depending on the volume and severity of bug reports.[/p][hr][/hr][h3]October Goals[/h3][p]We are aiming to flip the rebuild into the default experience by the Halloween Sale, with older versions still available as an opt-in. The exact timing will be based on stability, bug reports, and community feedback — our goal is to get as many people as possible playing on the rebuild once it’s ready.[/p][p]October priorities include:[/p]
  • [p]Implement the AJAX(HUMVEE) as a test bed for vehicle driving. Work with the community to establish a good "core" vehicle driving. After its "done" we start porting over all the wheeled vehicles and follow up with the Abrams and co.[/p]
  • [p]Extensive Bug hunts / Performance tweaks[/p]
  • [p]A save/load system for Pandemic[/p]
  • [p]Bay Area map updates: Treasure Island and Angel Island are under renovation, with rollout expected around Halloween. Stay tuned! We will aim to release this map in segments going into XMAS. Starting in stages[/p]
    1. [p]Treasure Island-> [/p]
    2. [p]Angel & Alcatraz Island ->[/p]
    3. [p]San Francisco North[/p][p][/p][carousel][/carousel]
    [p][/p][carousel][/carousel]
[p]On top of these big-ticket items, there are many smaller details and fine-tuning tasks underway — some not listed here but discussed in recent CERC HQ broadcasts. October will be a mix of large features and constant iteration as we refine the fundamentals.[/p][hr][/hr]
🎧 Last Time on CERC HQ…
[p]Cepheus Protocol | CERC HQ | #69[/p][p]This week’s update is a no-holds-barred breakdown of Pandemic mode’s evolution, centered around the rebuild of Treasure Island and a total systems overhaul. Robert walks through the new layered rollout strategy for map expansion, beginning with a playable slice of Treasure Island set to launch around Halloween. With Unreal Engine 5’s precision fixes, the team can finally realize their original vision for a scalable, destructible, and immersive RTS battlefield.[/p][p]Level design gets serious upgrades, including foliage placement, bridge logic, and terrain verticality—while the devs debate whether to support multi-tiered underpasses for gameplay. On the AI side, huge strides are made in how infected evaluate targets, spread, and adapt to player fortifications. Pathfinding gets tighter, blowup enemies are rebalanced, and new debug systems give devs visibility into AI logic mid-match.[/p][p]Operators get more integration with RTS elements—riding helicopters, building structures, and coordinating in full co-op squads. Helicopter physics and weapon balance receive a full pass, alongside early work on ground vehicle deployment starting with the Ajax. Meanwhile, discussions begin on evolving infected variants and bringing dynamic civilian factions back with better AI direction systems.[/p][p]Chelsea’s overhaul is still coming. Juggernaut and Builder units continue to be tested. And yes, feedback from Discord and Steam is actively shaping next steps.[/p][hr][/hr][h2]🔥 Highlights[/h2]
  • [p]Treasure Island rebuild set for Halloween rollout with layered map expansion[/p]
  • [p]Fully revamped AI threat logic, pathfinding, and zone targeting[/p]
  • [p]Debate over under-bridge traversal and visibility in RTS gameplay[/p]
  • [p]Helicopter balancing complete: physics, flight feel, and weapon tuning[/p]
  • [p]Operators now ride, build, and interact deeply with RTS mechanics[/p]
  • [p]Juggernaut and Builder infected updated with smarter behaviors[/p]
  • [p]Upcoming work on vehicle AI, bridge destruction, and custom doctrines[/p]
  • [p]New debug tools help devs analyze AI decisions during play[/p]
  • [p]Feedback-driven dev cycle with live balance adjustments[/p]
  • [p]Community Q&A covers everything from faction AI to turtling tactics[/p]
[hr][/hr][h2]🛠️ Patch Preview[/h2][p]Expect nerfs to blowup units, tweaks to helicopter refueling, and tighter threat evaluation logic. The Ajax vehicle rollout begins soon, and feedback is requested for bridge logic, underpass use, and unit camera control. It’s shaping up fast—get ready to test hard and break things.[/p][hr][/hr][p][dynamiclink][/dynamiclink][/p]
🎙️ Next CERC HQ – Livestream Details
[p]🕔 When: Weekly Saturdays – 3 PM EST (New Time!)[/p][p]📺 Where to Watch:[/p][h3]💬 Topics We'll Cover:[/h3]
  • [p]Co-op Progress[/p]
  • [p]Total Revamp based on Community Feedback[/p]
  • [p]Level Design Updates[/p]
[p]🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.[/p][hr][/hr][p][/p][h2]📺 Missed a Stream? No Worries![/h2]

Patch Notes 2025.10.23.2 - public-playtest

Patch Notes:
  • [p]Radio System UI now in FAQ here![/p][p][/p]
  • [p]Radio System UI Supports Scrubbing (Coop working)[/p]
  • [p]Radio System UI Supports Play/Pause (Coop working)[/p]
  • [p]Radio System UI Supports Track Sync (Coop working)[/p]
  • [p]Radio System crash related to the host having a song and a client not[/p]
  • [p]Improved the Construction system for Engineers/Assaults to be a lot more efficient at scale in terms of "cost"[/p]
  • [p]Improved Construction system for Engineers/Assaults to improve how they detect when to go ground objects. They should now only go around a fence when they physically cant reach that point. Previously there were a lot of cases of unnecessary cases of them decided to walk to the other side of a structure. [/p]
  • [p]Fixed a bug where the Infected Faction Manager would sometimes get fed bogus investigations locations by a stale reference to an attacking party [/p]
  • [p]Fixed a case where Spine throwers could trigger investigations by their Infected Faction Manager by friendly fire[/p]
  • [p]Fixed an case where Infected would get confused sieging CERC bases and sometimes "dance" between openings[/p]
  • [p]Activity Log optimized a bit more to write async instead of in the moment(Frees up some CPU calls)[/p]
  • [p]Fixed Kicking not working after a recent UI revamp to player lists[/p]
  • [p]Added some safeties to Weapon to fix Niagara queries [/p]
  • [p]Some improvements to the helicopters landing system. Holding it makes them land in place. tapping it once allows you to choice a land location[/p]
  • [p]Client side cool down added to Radio Music track selection[/p]
  • [p]Fixed ADS client side desyncs where it would only rotate for the host[/p]
  • [p]Fixed barbed wire having a collision setting that blocks FOW[/p]
  • [p]Fixed a math issue where the newer smaller helipad would malfunction when placed down sometimes[/p]
  • [p]Radio System also supports a volume slider[/p]
  • [p]New Helipad variants added (Small and Normal) The older legacy ones got a lot of feedback of being hard to place and we've struggled for years to get the pathing right so we made some changes. The circle one was removed and replaced with this version. [/p][p][dynamiclink][/dynamiclink][/p]
  • [p]Small Heliad only can recruit the Pilot, Sparrow and Drone. Has a smaller resupply radius[/p]
  • [p]Normal sized one has access to all aerial units. Has a larger resupply radius[/p]
  • [p]Speaker button added to all Helicopters, Radioman and Speaker tower[/p]
  • [p]Fixed juggernauts pausing randomly in the middle of combat, working on some helipad edits [/p]
  • [p]Fixed Horde Half Moon made using the wrong nav type for helicopters[/p]
  • [p]Updated GateStructure 'auto open' to not open for helicopters[/p]
  • [p]Adjusted some grenade aiming logic to be a bit more forgiving when the 'hit' is not an allied unit[/p]
  • [p]Updated GateStructure 'auto open' logic to exclude units who are garrisoned from being considered for 'opening the door' (so Guard Tower guards won't force nearby gates to remain open)[/p]
  • [p]Added Weapon/Gun Penetration. Wil affect all units in the entire game . Michael will be configuring chance to pen/damage reduction and max penetration amount on a per weapon basis[/p][p][dynamiclink][/dynamiclink][/p]
  • [p]T3 walls now only apply Damage Retaliation when power is "active"[/p]
  • [p]Damage Retaliation is a returning system from legacy that when an attacker hurts someone else it can hurt them back. A few examples were T3 Electric Walls, Barbed Wire and Double Barbed Wire when they were meleed ONLY.[/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]
  • [p]Fixed some CERC structures collision so they are a bit more receptive to certain angles of attack[/p]
  • [p]Speed up Stun animation so it doesn't look silly anymore [/p]
  • [p]Added new Command actions for the ADS. [/p]
  • [p]lowered standard infected base health from 125 to 100. blowup guy health 200 from 600. nerfed spine turret. buffed flamethrower damage by 15% to all units[/p]
  • [p]lowered price of pilot, sniper and heavy[/p]
  • [p]Lowered soc build time on all tiers. lowered price for the assault, engineer, medic and spec ops[/p]
  • [p]decreased dot duration on spitter acid to 3s and ground acid to 5s and turned off override from ground acid to give players a chance to get out of acid pool after getting hit by initial acid attack[/p]
  • [p]decreased sparrow mg spread[/p]
  • [p]increased ar range and decreased [/p]
  • [p]increased lmg range[/p]
  • [p]spitter range nerf to ground units. increased damage of the ak105 to pods and jug. added slight damage fall off to mgl for long range[/p]
  • [p]Toggle Run readded from Legacy[/p]
  • [p]sparrow mg spread increased and added increased reload time for m260[/p]
  • [p]ffar reload time increased and increased auto auto cannon reload speed[/p]
  • [p]Added Merlin preview mesh.[/p]
  • [p]More improvements to Land Helicopter: should resolve a rare 'lockup' situation[/p]
  • [p]Fixed up an AI check that stopped units from being able to shoot if in Sprint speed state even if not moving [/p][p][/p]
[h2]Current State of the Rebuild[/h2][p]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.[/p][h3]The Battle of Half Moon Bay[/h3][p]This particular session started with twelve players splitting into multiple fireteams, each setting up forward operating bases (FOBs) across the city. One team established their base in the center, another fortified the soccer field, while a third entrenched themselves near the construction site. Once Chelseys location was discovered, the teams coordinated to divide the map—back-capping the right side and containing her forces to the left.[/p][carousel][/carousel][p]The first major engagement came at the soccer field, where Chelseys infected army launched repeated assaults. Waves of brutes and juggernauts clashed against entrenched defenses while operators and RTS-controlled infantry fought street-to-street. When Chelsey shifted her focus toward the Bayfront Administration Center, the central fireteam held firm, repelling the push and stabilizing the front lines.[/p][p]Meanwhile, Moro’s team conducted daring hit-and-run strikes deep in infected territory—keeping Chelsey off balance and forcing her to defend on multiple fronts. A few close calls nearly broke our lines, but through coordinated air support and precision strikes, we turned the tide. Soon after, our combined forces launched a decisive counteroffensive that pushed her back to the import-export district.[/p][carousel][/carousel][h3]The Final Push[/h3][p]At the climax of the battle, Chelsey unleashed everything she had—massive infected hordes, explosive variants, and juggernauts charging the southern front. The push almost succeeded, but a quick call for reinforcements from Ford’s squad brought helicopters and operators roaring across the skyline. The ground units regrouped for a final unified assault, sweeping across the neighborhoods toward the lighthouse and satellite communications sectors.[/p][p]In a storm of gunfire, missiles, and chaos, we finally pushed Chelseys forces back into the sea—securing a hard-fought victory. The battle ended with every surviving player lined up across the pacified coastline for a well-earned group screenshot.[/p][p][/p][carousel][/carousel][h3]A Milestone Moment[/h3][p]This match marked one of our most successful multiplayer playtests yet—no crashes, minimal bugs, and over 90 minutes of pure, unscripted RTS/TPS mayhem. You can watch the full 1 hour and 28 minute playthrough below. Every week, sessions like this bring us closer to the vision of what Cepheus Protocol is meant to be: an RTS unlike anything else in the genre—alive, unpredictable, and built on the stories that emerge when real players face impossible odds together.[/p][p]Thank you for your continued support as we rebuild Cepheus Protocol from the ground up. Every match, every bug fix, and every chaotic moment helps shape the future of the game.[/p][p][dynamiclink][/dynamiclink][/p][h2]How to Opt In[/h2][p]Here’s how to opt into the Cepheus Protocol public playtest on Steam:[/p]
  1. [p]Open Steam and go to your Library.[/p]
  2. [p]Right-click Cepheus Protocol and select Properties.[/p]
  3. [p]In the left panel, click on Betas.[/p]
  4. [p]From the dropdown menu, choose public-playtest.[/p]
  5. [p]Close the window. Steam will automatically begin downloading the playtest branch.[/p]
[p]Once the download is finished, you’ll be running the public playtest version.[/p][p][/p][p]Recap for those late to the party[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]
What’s Coming Next
[p]Immediate priorities are:[/p]
  • [p]Balancing the new Builder Drone and Juggernaut AI[/p]
  • [p]Wrapping helicopter polish (directed landings, pads, operator features, desync fixes)[/p]
  • [p]Fixing AI issues with enemy prioritization and tactical decisions[/p]
  • [p]Frequent bug fixes as we get reports[/p]
  • [p]Chelsey’s AI[/p]
  • [p]Juggernauts are undergoing testing at the moment[/p]
  • [p]Population Meter re-implemented at the bottom-left of the UI for tracking infection strength[/p]
[p]Once helicopters and AI stability are locked in, focus will shift to Custom Game Options so players can tune pacing and difficulty. Vehicle driving AI and pathfinding are next in line, but we may hold off depending on the volume and severity of bug reports.[/p][hr][/hr][h3]October Goals[/h3][p]We are aiming to flip the rebuild into the default experience by the Halloween Sale, with older versions still available as an opt-in. The exact timing will be based on stability, bug reports, and community feedback — our goal is to get as many people as possible playing on the rebuild once it’s ready.[/p][p]October priorities include:[/p]
  • [p]Implement the AJAX(HUMVEE) as a test bed for vehicle driving. Work with the community to establish a good "core" vehicle driving. After its "done" we start porting over all the wheeled vehicles and follow up with the Abrams and co.[/p]
  • [p]Extensive Bug hunts / Performance tweaks[/p]
  • [p]A save/load system for Pandemic[/p]
  • [p]Bay Area map updates: Treasure Island and Angel Island are under renovation, with rollout expected around Halloween. Stay tuned! We will aim to release this map in segments going into XMAS. Starting in stages[/p]
    1. [p]Treasure Island-> [/p]
    2. [p]Angel & Alcatraz Island ->[/p]
    3. [p]San Francisco North[/p][p][/p][carousel][/carousel]
    [p][/p][carousel][/carousel]
[p]On top of these big-ticket items, there are many smaller details and fine-tuning tasks underway — some not listed here but discussed in recent CERC HQ broadcasts. October will be a mix of large features and constant iteration as we refine the fundamentals.[/p][hr][/hr]
🎧 Last Time on CERC HQ…
[p]Cepheus Protocol | CERC HQ | #69[/p][p]This week’s update is a no-holds-barred breakdown of Pandemic mode’s evolution, centered around the rebuild of Treasure Island and a total systems overhaul. Robert walks through the new layered rollout strategy for map expansion, beginning with a playable slice of Treasure Island set to launch around Halloween. With Unreal Engine 5’s precision fixes, the team can finally realize their original vision for a scalable, destructible, and immersive RTS battlefield.[/p][p]Level design gets serious upgrades, including foliage placement, bridge logic, and terrain verticality—while the devs debate whether to support multi-tiered underpasses for gameplay. On the AI side, huge strides are made in how infected evaluate targets, spread, and adapt to player fortifications. Pathfinding gets tighter, blowup enemies are rebalanced, and new debug systems give devs visibility into AI logic mid-match.[/p][p]Operators get more integration with RTS elements—riding helicopters, building structures, and coordinating in full co-op squads. Helicopter physics and weapon balance receive a full pass, alongside early work on ground vehicle deployment starting with the Ajax. Meanwhile, discussions begin on evolving infected variants and bringing dynamic civilian factions back with better AI direction systems.[/p][p]Chelsea’s overhaul is still coming. Juggernaut and Builder units continue to be tested. And yes, feedback from Discord and Steam is actively shaping next steps.[/p][hr][/hr][h2]🔥 Highlights[/h2]
  • [p]Treasure Island rebuild set for Halloween rollout with layered map expansion[/p]
  • [p]Fully revamped AI threat logic, pathfinding, and zone targeting[/p]
  • [p]Debate over under-bridge traversal and visibility in RTS gameplay[/p]
  • [p]Helicopter balancing complete: physics, flight feel, and weapon tuning[/p]
  • [p]Operators now ride, build, and interact deeply with RTS mechanics[/p]
  • [p]Juggernaut and Builder infected updated with smarter behaviors[/p]
  • [p]Upcoming work on vehicle AI, bridge destruction, and custom doctrines[/p]
  • [p]New debug tools help devs analyze AI decisions during play[/p]
  • [p]Feedback-driven dev cycle with live balance adjustments[/p]
  • [p]Community Q&A covers everything from faction AI to turtling tactics[/p]
[hr][/hr][h2]🛠️ Patch Preview[/h2][p]Expect nerfs to blowup units, tweaks to helicopter refueling, and tighter threat evaluation logic. The Ajax vehicle rollout begins soon, and feedback is requested for bridge logic, underpass use, and unit camera control. It’s shaping up fast—get ready to test hard and break things.[/p][hr][/hr][p][dynamiclink][/dynamiclink][/p]
🎙️ Next CERC HQ – Livestream Details
[p]🕔 When: Weekly Saturdays – 3 PM EST (New Time!)[/p][p]📺 Where to Watch:[/p][h3]💬 Topics We'll Cover:[/h3]
  • [p]Co-op Progress[/p]
  • [p]Total Revamp based on Community Feedback[/p]
  • [p]Level Design Updates[/p]
[p]🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.[/p][hr][/hr][p][/p][h2]📺 Missed a Stream? No Worries![/h2]

Patch Notes 2025.10.17.2 - public-playtest

Patch Notes:
  • [p]Added txt log system for server owners, In the install directory there is now a Activity Log for server owners to track malicious deletions of their assets if they miss it in the activity log or if their game crashes. Its updated per new "event" and resets everytime you start a new run[/p]
[p]=====================================================================================[/p][p] Cepheus Protocol - Activity Log[/p][p]=====================================================================================[/p][p]Session Type: Half Moon Bay[/p][p]Session Started: 2025-10-17 02 4133 (Local Time)[/p][p]Note:[/p][p] - This log records all player actions and in-game events for the active session.[/p][p] - The file is automatically reset each time a new Pandemic session is launched.[/p][p] - To preserve a log, manually back it up before starting a new session.[/p][p]=====================================================================================[/p][p]; ======= Dump at 2025-10-17 02 4349 (RealtimeLog) =======[/p][p]\[Activity 107][/p][p]Player=Bob[/p][p]Timestamp=2025-10-17 024349[/p][p]Location=(-30540.80, -107701.30, 97.30)[/p][p]Event=Remove Landscable Actor[/p][p]; ======= Dump at 2025-10-17 02 4349 (RealtimeLog) =======[/p][p]\[Activity 108][/p][p]Player=John[/p][p]Timestamp=2025-10-17 024349[/p][p]Location=(-30617.20, -107227.00, 100.00)[/p][p]Event=Remove Landscable Actor[/p][p]Location -> In install location:[/p][p]F:\\Steam\\steamapps\\common\\Cepheus Protocol\\CepheusProtocol\\Saved[/p]
  • [p]Added a deletion limiter to safeguard the server in mass delete events by CERC players. [/p]
  • [p]Updated the log to support deletion events as well[/p]
  • [p]Fixes for Operators sometimes getting a RTS/TPS hud combo[/p]
  • [p]Centralized all Health bars to RTS standards from the details panel[/p]
  • [p]Fixed an issue where Secondary weapons wouldn't appear on units when purchased/starting .[/p]
  • [p]Fixed some weapons failing to "Swap"[/p]
  • [p]Updated StartRecruitingUnit logic to utilize uint8 for InRecruitAmount (instead of int32), for rep cost save[/p]
  • [p]Aim source added to p220 was causing dev errors when equipped by the Spec ops[/p]
  • [p]Added new Motion blur system to rotors and in the future vehicles . [/p]
  • [p]Disabled all Pandemic logging to make the screen cleaner [/p]
  • [p]Adjusted the Nav building rules for humanoid characters to solve some navigations quirks to allow some new areas for RTS players to explore[/p]
  • [p]Fixed collisions and replaced Motel_02 mesh near the Soccer Field[/p][h3]EARLY PREVIEW OF COOP SUPPORTED RADIO MUSIC[/h3]
  • [p]Added mods folder for new radio music system for vehicles [/p]
    • [p]Added Radio player to Radioman[/p]
    • [p]Fixed a radio music bug where in sequential mode it would favor odd songs , [/p]
    • [p]Added cooldown/request system to radio music system to protect "Spam" [/p]
    • [p]Added steam workshop scanning for Radio Music mods [/p]
    • [p]Supports Loop, Sequence,Shuffle, Stop, Supports console commands only for early testing[/p]
    • [p]Bug fixes to resolve looping and other cycle modes not working [/p]
    • [p]Setup all vehicles to support radio music[/p]
    • [p]Added Speaker Tower [/p]
    • [p]F:\\Steam\\steamapps\\common\\Cepheus Protocol\\CepheusProtocol\\Mods\\RadioMusic
      Putting music in this above folder in any manner will register to the game upon open. It will also detect any workshop mods now![/p]
    • [p]Mods\\RadioMusic\\"Category" Can be anything you want. People dont need the same folder loadout since music is determined by file unique identifiers.[/p][p]The UI is currently in progress. It uses a deterministic system for creating a unique ID regardless of computer. So you can share MP3s,waves or flacs and everyone can hear the music when played as long as the host has X song. Clients connected to a server can only play music that the host has locally.[/p]
    • [p]You will need to enable -log as a launch argument to get the IDs that we generate when you open[/p]
    • [p]Then after you open the game click on the window and Ctrl F to search for a music track or the keyword IndexRadioTracks. Then write down the ID's or screenshot them. [/p]
    • [p][/p]
    • [p]You must select a Radioman, Speaker (buildable now) or Helicopter to try it out before you enter the console command![/p]
[p]Example:[/p][p]\[2025.10.16-12.19.24:758]\[ 0]LogTemp: IndexRadioTracks: ├── \[Track] Name: Good Morning Vietnam - Paranoid Black Sabbath - Samuelemcn (youtube).mp3 | Category: Sample Music | ID: -78269304 \[2025.10.16-12.19.24:759]\[ 0]LogTemp: IndexRadioTracks: ├── \[Track] Name: Ride of the Valkyries.wav | Category: Sample Music | ID: 1669690678 \[2025.10.16-12.19.24:760]\[ 0]LogTemp: IndexRadioTracks: ├── \[Track] Name: A New Order.wav | Category: 2282471891 | ID: -1064529746 \[2025.10.16-12.19.24:760]\[ 0]LogTemp: IndexRadioTracks: ├── \[Track] Name: Alex Awakes.wav | Category: 2282471891 | ID: 1473844691 \[2025.10.16-12.19.24:761]\[ 0]LogTemp: IndexRadioTracks: ├── \[Track] Name: Armageddon.wav | Category: 2282471891 | ID: -912156654 \[2025.10.16-12.19.24:761]\[ 0]LogTemp: IndexRadioTracks: ├── \[Track] Name: Behind The Glass.wav | Category: 2282471891 | ID: 2095142393[/p][p][/p][p]You will notice that there is an "ID" you use that followed by a CVAR like these![/p][p]Example CVARS.[/p][p]DebugRadioVehicleOnSelected Play "ID" (Without quotes!)[/p][p]DebugRadioVehicleOnSelected Stop[/p][p]DebugRadioVehicleOnSelected mode Loop[/p][p]DebugRadioVehicleOnSelected mode Sequence[/p][p]DebugRadioVehicleOnSelected mode Shuffle[/p][p]DebugRadioVehicleOnSelected Volume 50 (Goes from 1-100)[/p][p][/p][h3]This is still an early preview at Radio Music and does work in coop as long as all clients/host have X song. We will be adding the radio music UI in the next few days as we continue to bug fix and refine the rebuild. [/h3][h3]Video Tutorial[/h3][p][dynamiclink][/dynamiclink]Custom Game options are still being worked on as well and we hope to have some news on that next week![/p]
  • [p]Fixed some structures missing updating the activity log[/p]
  • [p]New Squad Manager for Infected/Factions to better improve team coordination and efficiency in attacking/defending[/p]
  • [p]Fixed Investigations improperly responding to some ground infantry. They will be a lot more responsive now from ground attacks with Standards + Brutes + Blow up guys [/p]
  • [p]Improvements to threat generation for melee units to make them more intelligent[/p]
  • [p]Temp fix for rotors not invalidating VSM properly.(Still looking into ways of making the rotors look better)[/p]
  • [p]Collision refinement for trees, traffic lights, and street lights[/p]
  • [p]More collision refinements, mesh adjustment for Gas pump overhang and TI South Progress[/p]
  • [p]Fix for not being able to repair guard towers[/p]
  • [p]Turned off SKipped Entry spam for clients that join mid game [/p]
  • [p] Loosened up some ammo resupply limitations for helicopters, [/p]
  • [p]LHA6 no longer show resupply radius when selected, [/p]
  • [p]Added cvar ToggleDebugResupplySystem for testing live resupply issues with users[/p]
  • [p]Improved reliability of PopulateActivityLog in ROEWidget in getting player names on host machine for activity log[/p]
  • [p]Added logic to 'cap' incoming category XP to the maximum if your current XP is or would go over[/p]
  • [p]Added safeties to stop operator Category XP from going over the max level limits [/p]
  • [p]Fixed double gates of all Tiers not being repairable[/p]
  • [p] Fixed some CERC structures using the old legacy health bar from earlier phases of the rebuild. [/p]
  • [p]Fixed Operator so when they look at units the health bar is more offset so we dont block easy headshots ---- -[/p]
  • [p]Set up player structures to use a more consistent health bar style [/p]
  • [p]Fixed Units being blocked on RTS Coop Map[/p]
  • [p]Fixed another instance of Wifi Building[/p]
  • [p]Fixed Medic healing vehicles https://steamcommunity.com/app/979640/discussions/1/811335793676242159/ [/p]
  • [p]Speculative fixes for https://steamcommunity.com/app/979640/discussions/1/811335793676241985/[/p]
  • [p]Fixed Hosts/standalone sometimes seeing jitter when they look at units close up,[/p]
  • [p]Fixed Operators attaching weapons incorrectly when swapping weapons on certain camera shoulder sides, [/p]
  • [p]Fixed gates not opening correctly when first built[/p]
  • [p]Fixes to UpdateGarrisonAnimationBasedOnSeatNumber for ensuring Clientside units are far more likely to be accurately lined up on their seats when in helicopters[/p]
  • [p]Fixed up ResupplyComponent 'breaking' when trying to refill ammo for weapons that are marked as bOneClip (this also fixes resupply components not being able to resupply secondary weapon on Sparrows)[/p]
  • [p]Fixed 'bOneClip' weapons sometimes reloading and refilling from 'invisible' reserve ammo[/p]
  • [p]Cleanup on 'weapon not loaded, async load' response in InventoryComponent potentially putting weapon into wrong slot (likely cause of secondary weapon missing issue)[/p]
  • [p]Added safeties to stop a Multicast_PlayResupplySound_Implementation crash[/p]
  • [p]Hid mostly all the AI debug visual clutter behind debug console commands and [/p]
  • [p]Fixed Zone cards still appearing when you play as Operator ---- [/p]
  • [p]Fixed gate prices and health ---- [/p]
  • [p]Fixed crash https://discord.com/channels/469412014427602944/1428543184547479705/1428543184547479705[/p]
  • [p]Crash fixes to https://discord.com/channels/469412014427602944/1428544087644045352/1428544087644045352[/p]
  • [p]Fixed infection system not converting CERC/Operators correctly. Now properly kicks Operators back into RTS. [/p]
  • [p]Fixed issues where when units would convert they couldn't melee/damage anyone [/p]
  • [p]Fixed MGL UI for Operator. [/p]
  • [p]Range changes: Shotguns - 2500 Pistols - 3500 SMGS - 4500 LMGS - 6000 AR's - 7000 Snipers - 9250 spitter ground range decreased to 4500uu[/p]
  • [p]Added a system to the spitter so Michael can set accuracy. Set them to miss 20% of the time to start. [/p]
  • [p]Adjusted FM_Infected.h to allow a new spawn rate for how quickly infected rebuild [/p][p]Day 0 | ██████████████████████ 66s Dormant infection[/p][p]Day 1 | ██████████████████ 57s Slow growth[/p][p]Day 2 | ███████████████ 48s Starting activity[/p][p]Day 3 | █████████████ 42s Noticeable expansion[/p][p]Day 4 | ████████████ 36s Spreading[/p][p]Day 5 | ███████████ 33s Aggressive[/p][p]Day 6 | ██████████ 30s Baseline speed[/p][p]Day 7+| ██████████ 30s Sustained outbreak[/p]
  • [p]Fixes to client side garrison 'unit positioning' to resolve some cases where units would attach to the 'wrong place' on helicopters (such as pilots at the start of a new game in Halfmoon Bay)[/p]
  • [p]Added some rate-limiting to GetStructureMoveToLocation ProjectPointToNavigation calls if they are towards a spot that recently failed to help some performance issues when an AI couldn't find a move to spot in really complicated base layouts [/p]
  • [p]Safety added to fix 'CancelFormation' crash (GetAI() wasn't checked before accessing it)[/p]
  • [p]Adjusted it so helicopters have longer drop off for speakers[/p]
  • [p]Crash fixes to audio importing[/p]
  • [p]Fixed sprinting transition[/p]
  • [p]Infected now target "wounded" units more often and better understand when to destroy a wall vs go around[/p][p][/p]
[h2]Current State of the Rebuild[/h2][p]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.[/p][h3]The Battle of Half Moon Bay[/h3][p]This particular session started with twelve players splitting into multiple fireteams, each setting up forward operating bases (FOBs) across the city. One team established their base in the center, another fortified the soccer field, while a third entrenched themselves near the construction site. Once Chelseys location was discovered, the teams coordinated to divide the map—back-capping the right side and containing her forces to the left.[/p][carousel][/carousel][p]The first major engagement came at the soccer field, where Chelseys infected army launched repeated assaults. Waves of brutes and juggernauts clashed against entrenched defenses while operators and RTS-controlled infantry fought street-to-street. When Chelsey shifted her focus toward the Bayfront Administration Center, the central fireteam held firm, repelling the push and stabilizing the front lines.[/p][p]Meanwhile, Moro’s team conducted daring hit-and-run strikes deep in infected territory—keeping Chelsey off balance and forcing her to defend on multiple fronts. A few close calls nearly broke our lines, but through coordinated air support and precision strikes, we turned the tide. Soon after, our combined forces launched a decisive counteroffensive that pushed her back to the import-export district.[/p][carousel][/carousel][h3]The Final Push[/h3][p]At the climax of the battle, Chelsey unleashed everything she had—massive infected hordes, explosive variants, and juggernauts charging the southern front. The push almost succeeded, but a quick call for reinforcements from Ford’s squad brought helicopters and operators roaring across the skyline. The ground units regrouped for a final unified assault, sweeping across the neighborhoods toward the lighthouse and satellite communications sectors.[/p][p]In a storm of gunfire, missiles, and chaos, we finally pushed Chelseys forces back into the sea—securing a hard-fought victory. The battle ended with every surviving player lined up across the pacified coastline for a well-earned group screenshot.[/p][p][/p][carousel][/carousel][h3]A Milestone Moment[/h3][p]This match marked one of our most successful multiplayer playtests yet—no crashes, minimal bugs, and over 90 minutes of pure, unscripted RTS/TPS mayhem. You can watch the full 1 hour and 28 minute playthrough below. Every week, sessions like this bring us closer to the vision of what Cepheus Protocol is meant to be: an RTS unlike anything else in the genre—alive, unpredictable, and built on the stories that emerge when real players face impossible odds together.[/p][p]Thank you for your continued support as we rebuild Cepheus Protocol from the ground up. Every match, every bug fix, and every chaotic moment helps shape the future of the game.[/p][p][dynamiclink][/dynamiclink][/p][h2]How to Opt In[/h2][p]Here’s how to opt into the Cepheus Protocol public playtest on Steam:[/p]
  1. [p]Open Steam and go to your Library.[/p]
  2. [p]Right-click Cepheus Protocol and select Properties.[/p]
  3. [p]In the left panel, click on Betas.[/p]
  4. [p]From the dropdown menu, choose public-playtest.[/p]
  5. [p]Close the window. Steam will automatically begin downloading the playtest branch.[/p]
[p]Once the download is finished, you’ll be running the public playtest version.[/p][p][/p][p]Recap for those late to the party[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]
What’s Coming Next
[p]Immediate priorities are:[/p]
  • [p]Balancing the new Builder Drone and Juggernaut AI[/p]
  • [p]Wrapping helicopter polish (directed landings, pads, operator features, desync fixes)[/p]
  • [p]Fixing AI issues with enemy prioritization and tactical decisions[/p]
  • [p]Frequent bug fixes as we get reports[/p]
  • [p]Chelsey’s AI[/p]
  • [p]Juggernauts are undergoing testing at the moment[/p]
  • [p]Population Meter re-implemented at the bottom-left of the UI for tracking infection strength[/p]
[p]Once helicopters and AI stability are locked in, focus will shift to Custom Game Options so players can tune pacing and difficulty. Vehicle driving AI and pathfinding are next in line, but we may hold off depending on the volume and severity of bug reports.[/p][hr][/hr][h3]October Goals[/h3][p]We are aiming to flip the rebuild into the default experience by the Halloween Sale, with older versions still available as an opt-in. The exact timing will be based on stability, bug reports, and community feedback — our goal is to get as many people as possible playing on the rebuild once it’s ready.[/p][p]October priorities include:[/p]
  • [p]Implement the AJAX(HUMVEE) as a test bed for vehicle driving. Work with the community to establish a good "core" vehicle driving. After its "done" we start porting over all the wheeled vehicles and follow up with the Abrams and co.[/p]
  • [p]Extensive Bug hunts / Performance tweaks[/p]
  • [p]A save/load system for Pandemic[/p]
  • [p]Bay Area map updates: Treasure Island and Angel Island are under renovation, with rollout expected around Halloween. Stay tuned! We will aim to release this map in segments going into XMAS. Starting in stages[/p]
    1. [p]Treasure Island->[/p]
    2. [p]Angel & Alcatraz Island ->[/p]
    3. [p]San Francisco North[/p]
    [p][/p][carousel][/carousel]
[p]On top of these big-ticket items, there are many smaller details and fine-tuning tasks underway — some not listed here but discussed in recent CERC HQ broadcasts. October will be a mix of large features and constant iteration as we refine the fundamentals.[/p][hr][/hr]
🎧 Last Time on CERC HQ…
[p]Cepheus Protocol | CERC HQ | #69[/p][p]This week’s update is a no-holds-barred breakdown of Pandemic mode’s evolution, centered around the rebuild of Treasure Island and a total systems overhaul. Robert walks through the new layered rollout strategy for map expansion, beginning with a playable slice of Treasure Island set to launch around Halloween. With Unreal Engine 5’s precision fixes, the team can finally realize their original vision for a scalable, destructible, and immersive RTS battlefield.[/p][p]Level design gets serious upgrades, including foliage placement, bridge logic, and terrain verticality—while the devs debate whether to support multi-tiered underpasses for gameplay. On the AI side, huge strides are made in how infected evaluate targets, spread, and adapt to player fortifications. Pathfinding gets tighter, blowup enemies are rebalanced, and new debug systems give devs visibility into AI logic mid-match.[/p][p]Operators get more integration with RTS elements—riding helicopters, building structures, and coordinating in full co-op squads. Helicopter physics and weapon balance receive a full pass, alongside early work on ground vehicle deployment starting with the Ajax. Meanwhile, discussions begin on evolving infected variants and bringing dynamic civilian factions back with better AI direction systems.[/p][p]Chelsea’s overhaul is still coming. Juggernaut and Builder units continue to be tested. And yes, feedback from Discord and Steam is actively shaping next steps.[/p][hr][/hr][h2]🔥 Highlights[/h2]
  • [p]Treasure Island rebuild set for Halloween rollout with layered map expansion[/p]
  • [p]Fully revamped AI threat logic, pathfinding, and zone targeting[/p]
  • [p]Debate over under-bridge traversal and visibility in RTS gameplay[/p]
  • [p]Helicopter balancing complete: physics, flight feel, and weapon tuning[/p]
  • [p]Operators now ride, build, and interact deeply with RTS mechanics[/p]
  • [p]Juggernaut and Builder infected updated with smarter behaviors[/p]
  • [p]Upcoming work on vehicle AI, bridge destruction, and custom doctrines[/p]
  • [p]New debug tools help devs analyze AI decisions during play[/p]
  • [p]Feedback-driven dev cycle with live balance adjustments[/p]
  • [p]Community Q&A covers everything from faction AI to turtling tactics[/p]
[hr][/hr][h2]🛠️ Patch Preview[/h2][p]Expect nerfs to blowup units, tweaks to helicopter refueling, and tighter threat evaluation logic. The Ajax vehicle rollout begins soon, and feedback is requested for bridge logic, underpass use, and unit camera control. It’s shaping up fast—get ready to test hard and break things.[/p][hr][/hr][p][dynamiclink][/dynamiclink][/p]
🎙️ Next CERC HQ – Livestream Details
[p]🕔 When: Weekly Saturdays – 3 PM EST (New Time!)[/p][p]📺 Where to Watch:[/p][h3]💬 Topics We'll Cover:[/h3]
  • [p]Co-op Progress[/p]
  • [p]Total Revamp based on Community Feedback[/p]
  • [p]Level Design Updates[/p]
[p]🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.[/p][hr][/hr][p][/p][h2]📺 Missed a Stream? No Worries![/h2]

Patch Notes 1.3.4.16 Legacy

[h2]📜 Patch Notes[/h2]
  • [p]Fixed a fatal crash related to the bridges being destroyed[/p]
  • [p]Fixed a cache issue that caused localizations to fail to switch[/p]
  • [p]All localizations updated. German, Spanish, Simplified Chinese, Japanese, Korean, Russian, French and Portuguese Brazil [/p]
[p][/p][carousel][/carousel][h2]How to Opt In[/h2][p]Here’s how to opt into the Cepheus Protocol public playtest on Steam:[/p]
  1. [p]Open Steam and go to your Library.[/p]
  2. [p]Right-click Cepheus Protocol and select Properties.[/p]
  3. [p]In the left panel, click on Betas.[/p]
  4. [p]From the dropdown menu, choose public-playtest.[/p]
  5. [p]Close the window. Steam will automatically begin downloading the playtest branch.[/p]
[p]Once the download is finished, you’ll be running the public playtest version.[/p][p][/p][p]Recap for those late to the party[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]
What’s Coming Next
[p]Immediate priorities are:[/p]
  • [p]Balancing the new Builder Drone and Juggernaut AI[/p]
  • [p]Wrapping helicopter polish (directed landings, pads, operator features, desync fixes)[/p]
  • [p]Fixing AI issues with enemy prioritization and tactical decisions[/p]
  • [p]Frequent bug fixes as we get reports[/p]
  • [p]Chelsey’s AI[/p]
  • [p]Juggernauts are undergoing testing at the moment[/p]
  • [p]Population Meter re-implemented at the bottom-left of the UI for tracking infection strength[/p]
[p]Once helicopters and AI stability are locked in, focus will shift to Custom Game Options so players can tune pacing and difficulty. Vehicle driving AI and pathfinding are next in line, but we may hold off depending on the volume and severity of bug reports.[/p][hr][/hr][h3]October Goals[/h3][p]We are aiming to flip the rebuild into the default experience by the Halloween Sale, with older versions still available as an opt-in. The exact timing will be based on stability, bug reports, and community feedback — our goal is to get as many people as possible playing on the rebuild once it’s ready.[/p][p]October priorities include:[/p]
  • [p]Implement the AJAX(HUMVEE) as a test bed for vehicle driving. Work with the community to establish a good "core" vehicle driving. After its "done" we start porting over all the wheeled vehicles and follow up with the Abrams and co.[/p]
  • [p]Extensive Bug hunts / Performance tweaks[/p]
  • [p]A save/load system for Pandemic[/p]
  • [p]Bay Area map updates: Treasure Island and Angel Island are under renovation, with rollout expected around Halloween. Stay tuned! We will aim to release this map in segments going into XMAS. Starting in stages[/p]
    1. [p]Treasure Island->[/p]
    2. [p]Angel & Alcatraz Island ->[/p]
    3. [p]San Francisco North[/p]
    [p][/p][carousel][/carousel]
[p]On top of these big-ticket items, there are many smaller details and fine-tuning tasks underway — some not listed here but discussed in recent CERC HQ broadcasts. October will be a mix of large features and constant iteration as we refine the fundamentals.[/p][hr][/hr]
🎧 Last Time on CERC HQ…
[p]Cepheus Protocol | CERC HQ | #69[/p][p]This week’s update is a no-holds-barred breakdown of Pandemic mode’s evolution, centered around the rebuild of Treasure Island and a total systems overhaul. Robert walks through the new layered rollout strategy for map expansion, beginning with a playable slice of Treasure Island set to launch around Halloween. With Unreal Engine 5’s precision fixes, the team can finally realize their original vision for a scalable, destructible, and immersive RTS battlefield.[/p][p]Level design gets serious upgrades, including foliage placement, bridge logic, and terrain verticality—while the devs debate whether to support multi-tiered underpasses for gameplay. On the AI side, huge strides are made in how infected evaluate targets, spread, and adapt to player fortifications. Pathfinding gets tighter, blowup enemies are rebalanced, and new debug systems give devs visibility into AI logic mid-match.[/p][p]Operators get more integration with RTS elements—riding helicopters, building structures, and coordinating in full co-op squads. Helicopter physics and weapon balance receive a full pass, alongside early work on ground vehicle deployment starting with the Ajax. Meanwhile, discussions begin on evolving infected variants and bringing dynamic civilian factions back with better AI direction systems.[/p][p]Chelsea’s overhaul is still coming. Juggernaut and Builder units continue to be tested. And yes, feedback from Discord and Steam is actively shaping next steps.[/p][hr][/hr][h2]🔥 Highlights[/h2]
  • [p]Treasure Island rebuild set for Halloween rollout with layered map expansion[/p]
  • [p]Fully revamped AI threat logic, pathfinding, and zone targeting[/p]
  • [p]Debate over under-bridge traversal and visibility in RTS gameplay[/p]
  • [p]Helicopter balancing complete: physics, flight feel, and weapon tuning[/p]
  • [p]Operators now ride, build, and interact deeply with RTS mechanics[/p]
  • [p]Juggernaut and Builder infected updated with smarter behaviors[/p]
  • [p]Upcoming work on vehicle AI, bridge destruction, and custom doctrines[/p]
  • [p]New debug tools help devs analyze AI decisions during play[/p]
  • [p]Feedback-driven dev cycle with live balance adjustments[/p]
  • [p]Community Q&A covers everything from faction AI to turtling tactics[/p]
[hr][/hr][h2]🛠️ Patch Preview[/h2][p]Expect nerfs to blowup units, tweaks to helicopter refueling, and tighter threat evaluation logic. The Ajax vehicle rollout begins soon, and feedback is requested for bridge logic, underpass use, and unit camera control. It’s shaping up fast—get ready to test hard and break things.[/p][hr][/hr][p][dynamiclink][/dynamiclink][/p]
🎙️ Next CERC HQ – Livestream Details
[p]🕔 When: Weekly Saturdays – 3 PM EST (New Time!)[/p][p]📺 Where to Watch:[/p][h3]💬 Topics We'll Cover:[/h3]
  • [p]Co-op Progress[/p]
  • [p]Total Revamp based on Community Feedback[/p]
  • [p]Level Design Updates[/p]
[p]🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.[/p][hr][/hr][p][/p][h2]📺 Missed a Stream? No Worries![/h2]

The Battle of Half Moon Bay | Patch Notes 2025.10.13.6 - public-playtest

[h2]Current State of the Rebuild[/h2][p]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.[/p][h3]The Battle of Half Moon Bay[/h3][p]This particular session started with twelve players splitting into multiple fireteams, each setting up forward operating bases (FOBs) across the city. One team established their base in the center, another fortified the soccer field, while a third entrenched themselves near the construction site. Once Chelseys location was discovered, the teams coordinated to divide the map—back-capping the right side and containing her forces to the left.[/p][carousel][/carousel][p]The first major engagement came at the soccer field, where Chelseys infected army launched repeated assaults. Waves of brutes and juggernauts clashed against entrenched defenses while operators and RTS-controlled infantry fought street-to-street. When Chelsey shifted her focus toward the Bayfront Administration Center, the central fireteam held firm, repelling the push and stabilizing the front lines.[/p][p]Meanwhile, Moro’s team conducted daring hit-and-run strikes deep in infected territory—keeping Chelsey off balance and forcing her to defend on multiple fronts. A few close calls nearly broke our lines, but through coordinated air support and precision strikes, we turned the tide. Soon after, our combined forces launched a decisive counteroffensive that pushed her back to the import-export district.[/p][carousel][/carousel][h3]The Final Push[/h3][p]At the climax of the battle, Chelsey unleashed everything she had—massive infected hordes, explosive variants, and juggernauts charging the southern front. The push almost succeeded, but a quick call for reinforcements from Ford’s squad brought helicopters and operators roaring across the skyline. The ground units regrouped for a final unified assault, sweeping across the neighborhoods toward the lighthouse and satellite communications sectors.[/p][p]In a storm of gunfire, missiles, and chaos, we finally pushed Chelseys forces back into the sea—securing a hard-fought victory. The battle ended with every surviving player lined up across the pacified coastline for a well-earned group screenshot.[/p][p][/p][carousel][/carousel][h3]A Milestone Moment[/h3][p]This match marked one of our most successful multiplayer playtests yet—no crashes, minimal bugs, and over 90 minutes of pure, unscripted RTS/TPS mayhem. You can watch the full 1 hour and 28 minute playthrough below. Every week, sessions like this bring us closer to the vision of what Cepheus Protocol is meant to be: an RTS unlike anything else in the genre—alive, unpredictable, and built on the stories that emerge when real players face impossible odds together.[/p][p]Thank you for your continued support as we rebuild Cepheus Protocol from the ground up. Every match, every bug fix, and every chaotic moment helps shape the future of the game.[/p][p][dynamiclink][/dynamiclink][/p]
Patch Notes:
  • [p]HMB map adjustments and South TI progress[/p]
  • [p]Fixed Infected structures blocking Infected movement + spawning [/p]
  • [p]Reworked some ConstructionComponent/BuildingConstructionComponent.cpp code to make it less likely to crash under strain[/p]
  • [p]Added some more debugging for FM attack waves to help resolve some player reported issues[/p]
  • [p]Resolved Assertion failed: SessionInfo->SessionType == ESteamSession::AdvertisedSessionHost || SessionInfo->SessionType crash + another construction crash [/p]
  • [p]Fixing spamming jump before a map load crashing the server[/p]
  • [p]Decreased Shawnee pop cost to 5 and base price to 120k[/p]
  • [p]Fixed Blowup guy not applying damage correctly to himself when he explodes[/p]
  • [p]Increased Attack waves on day 0, [/p]
  • [p]Increased health of blowups guy to 600[/p]
  • [p]Speculative fix for crashing the host if you jump before going into a new map[/p]
  • [p]Adjusted all Juggernaut AI logic to better transition between states[/p]
  • [p]Reduced allied damage by blow up explosions by 90%[/p]
  • [p]Adjusted Gas tower radius vis for a slightly cleaner and more consistent look.[/p]
  • [p]More progress on AI improvements to try to deal with 'tricky' player base setups (not perfect yet but decent compromise for now)[/p]
  • [p]Minor adjustment to AOEMarker material to make visuals more consistent at larger scales.[/p]
  • [p]Added new rotor blur setup to Charon and Skycrane.[/p]
  • [p]First pass on 'CanMeleeReachAt' to also use some async queries for storing path length, and updating DistanceThreat calculations in UnitComponent to use that path-length data to make smarter decisions. Doesn't fix all situations but does perform noticeably better in a specific test map which 'tempts' units to go a really long pathway, resulting in 'zig-zagging' infected[/p]
  • [p]Added some more safeties to minmap camera movement so you cant spam click it to "glitch out of the map"[/p]
  • [p]More updating to AI 'can melee reach at', this time to use some caching (haven't added path-length check yet, optimizing function first) Another method to improve infected targeting[/p]
  • [p]Buffed juggernaut damage towards CERC structures and walls[/p]
  • [p]Gave spitters the same range as m4's, [/p]
  • [p]Added a Air range to Spitters so they can properly match helicopters[/p]
  • [p]Fixed an issue where units that were unarmed wouldn't initialize their proper fog of war sight range[/p]
  • [p]Fixed a bug where you could clip out of the map by clicking over the water or carrier on the minimap. [/p][p][/p]
[h2]How to Opt In[/h2][p]Here’s how to opt into the Cepheus Protocol public playtest on Steam:[/p]
  1. [p]Open Steam and go to your Library.[/p]
  2. [p]Right-click Cepheus Protocol and select Properties.[/p]
  3. [p]In the left panel, click on Betas.[/p]
  4. [p]From the dropdown menu, choose public-playtest.[/p]
  5. [p]Close the window. Steam will automatically begin downloading the playtest branch.[/p]
[p]Once the download is finished, you’ll be running the public playtest version.[/p][p][/p][p]Recap for those late to the party[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]
What’s Coming Next
[p]Immediate priorities are:[/p]
  • [p]Balancing the new Builder Drone and Juggernaut AI[/p]
  • [p]Wrapping helicopter polish (directed landings, pads, operator features, desync fixes)[/p]
  • [p]Fixing AI issues with enemy prioritization and tactical decisions[/p]
  • [p]Frequent bug fixes as we get reports[/p]
  • [p]Chelsey’s AI[/p]
  • [p]Juggernauts are undergoing testing at the moment[/p]
  • [p]Population Meter re-implemented at the bottom-left of the UI for tracking infection strength[/p]
[p]Once helicopters and AI stability are locked in, focus will shift to Custom Game Options so players can tune pacing and difficulty. Vehicle driving AI and pathfinding are next in line, but we may hold off depending on the volume and severity of bug reports.[/p][hr][/hr][h3]October Goals[/h3][p]We are aiming to flip the rebuild into the default experience by the Halloween Sale, with older versions still available as an opt-in. The exact timing will be based on stability, bug reports, and community feedback — our goal is to get as many people as possible playing on the rebuild once it’s ready.[/p][p]October priorities include:[/p]
  • [p]Implement the AJAX(HUMVEE) as a test bed for vehicle driving. Work with the community to establish a good "core" vehicle driving. After its "done" we start porting over all the wheeled vehicles and follow up with the Abrams and co.[/p]
  • [p]Extensive Bug hunts / Performance tweaks[/p]
  • [p]A save/load system for Pandemic[/p]
  • [p]Bay Area map updates: Treasure Island and Angel Island are under renovation, with rollout expected around Halloween. Stay tuned! We will aim to release this map in segments going into XMAS. Starting in stages[/p]
    1. [p]Treasure Island->[/p]
    2. [p]Angel & Alcatraz Island ->[/p]
    3. [p]San Francisco North[/p]
    [p][/p][carousel][/carousel]
[p]On top of these big-ticket items, there are many smaller details and fine-tuning tasks underway — some not listed here but discussed in recent CERC HQ broadcasts. October will be a mix of large features and constant iteration as we refine the fundamentals.[/p][hr][/hr]
🎧 Last Time on CERC HQ…
[p]Cepheus Protocol | CERC HQ | #69[/p][p]This week’s update is a no-holds-barred breakdown of Pandemic mode’s evolution, centered around the rebuild of Treasure Island and a total systems overhaul. Robert walks through the new layered rollout strategy for map expansion, beginning with a playable slice of Treasure Island set to launch around Halloween. With Unreal Engine 5’s precision fixes, the team can finally realize their original vision for a scalable, destructible, and immersive RTS battlefield.[/p][p]Level design gets serious upgrades, including foliage placement, bridge logic, and terrain verticality—while the devs debate whether to support multi-tiered underpasses for gameplay. On the AI side, huge strides are made in how infected evaluate targets, spread, and adapt to player fortifications. Pathfinding gets tighter, blowup enemies are rebalanced, and new debug systems give devs visibility into AI logic mid-match.[/p][p]Operators get more integration with RTS elements—riding helicopters, building structures, and coordinating in full co-op squads. Helicopter physics and weapon balance receive a full pass, alongside early work on ground vehicle deployment starting with the Ajax. Meanwhile, discussions begin on evolving infected variants and bringing dynamic civilian factions back with better AI direction systems.[/p][p]Chelsea’s overhaul is still coming. Juggernaut and Builder units continue to be tested. And yes, feedback from Discord and Steam is actively shaping next steps.[/p][hr][/hr][h2]🔥 Highlights[/h2]
  • [p]Treasure Island rebuild set for Halloween rollout with layered map expansion[/p]
  • [p]Fully revamped AI threat logic, pathfinding, and zone targeting[/p]
  • [p]Debate over under-bridge traversal and visibility in RTS gameplay[/p]
  • [p]Helicopter balancing complete: physics, flight feel, and weapon tuning[/p]
  • [p]Operators now ride, build, and interact deeply with RTS mechanics[/p]
  • [p]Juggernaut and Builder infected updated with smarter behaviors[/p]
  • [p]Upcoming work on vehicle AI, bridge destruction, and custom doctrines[/p]
  • [p]New debug tools help devs analyze AI decisions during play[/p]
  • [p]Feedback-driven dev cycle with live balance adjustments[/p]
  • [p]Community Q&A covers everything from faction AI to turtling tactics[/p]
[hr][/hr][h2]🛠️ Patch Preview[/h2][p]Expect nerfs to blowup units, tweaks to helicopter refueling, and tighter threat evaluation logic. The Ajax vehicle rollout begins soon, and feedback is requested for bridge logic, underpass use, and unit camera control. It’s shaping up fast—get ready to test hard and break things.[/p][hr][/hr][p][dynamiclink][/dynamiclink][/p]
🎙️ Next CERC HQ – Livestream Details
[p]🕔 When: Weekly Saturdays – 3 PM EST (New Time!)[/p][p]📺 Where to Watch:[/p][h3]💬 Topics We'll Cover:[/h3]
  • [p]Co-op Progress[/p]
  • [p]Total Revamp based on Community Feedback[/p]
  • [p]Level Design Updates[/p]
[p]🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.[/p][hr][/hr][p][/p][h2]📺 Missed a Stream? No Worries![/h2]