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Patch Notes 2025.11.23.2 - public-playtest - Custom Game options now in!

Patch Notes:
[p][/p][p]Custom Game Options added to Pandemic it supports the following:[/p][h3][/h3][p]Some Infected configurables[/p][p][/p][p][/p][p]We also added a new "presets" directory on our workshop expanding support for sharing presets. They are JSON files[/p][p]json custom game options "example"[/p][p][c]{[/c][/p][p][c] "customUnitSettingsMap":[/c][/p][p][c] {[/c][/p][p][c] },[/c][/p][p][c] "blockedUnitSpawns": \[[/c][/p][p][c] "Infected_Structure_GasTower"[/c][/p][p][c] ],[/c][/p][p][c] "customDaytimeTimescaleSetting": "None",[/c][/p][p][c] "customDayLengthInSeconds": 300,[/c][/p][p][c] "customNightLengthInSeconds": 300,[/c][/p][p][c] "customStartingHour": -1,[/c][/p][p][c] "startingMoney": -1,[/c][/p][p][c] "customGameSettingsVersion": 1,[/c][/p][p][c] "garrisonTentPopulationValue": -1,[/c][/p][p][c] "profileName": "Test1"[/c][/p][p][c]}[/c][/p][p][/p][p]Some settings can be adjusted live but keep in mind some dont take affect till after a new one of that type have been spawned. You can see an example of this live from last weeks CERC HQ. If you want to edit the game live do so as the host or in standalone by pressing "esc" and going to the Custom Game options. [/p][p][/p]
  • [p]Gun range added to main menu[/p][p][/p]
  • [p]New Pandemic map from Legacy! Operation Stray Ember is in and available for play![/p][p][/p][carousel][/carousel][p][/p]
  • [p]Added a 'Reset' button to the Custom Game Options widget[/p]
  • [p]Fixed from Ability Component related instability when switching maps that could cause crashes[/p]
  • [p]Infected now chirp and make mor ambiance noise when moving around the map. When they have a combat they will hyperventilate and get excited . Added some more ambiance sound fields to all infected types[/p]
  • [p]Guard Tower related fixes to resolve some issues with units getting confused when attacking a Guard Towers sometimes[/p]
  • [p]Fixed a regression from Infected failing to attack targets sometimes due to a recent improvement to how AI choose target locations[/p]
  • [p]Fixed a logging crash for Aimed Ability [/p]
  • [p]Set up Structure 'death' logic to no longer delete garrisoned units (instead leaving that to the GarrisonComponent, as is correct)[/p]
  • [p]Fixed Tower Guards not always cleaning up after their death in some circumstances . Guard Tower units no longer have 'lingering ghost AI' that can cause crashes once guard tower dies[/p]
  • [p]Fixed some issues with units dying in terms of client/server sync[/p]
  • [p]Fixed GetRTSCamera() call in UUnitComponent failing when you are in Operator Mode (which could cause units to fail to properly deselect/de-group/etc.)[/p]
  • [p]Specualitive fixes to resolve a bug where Abilities or unit selections could get in a bugged state that could cause crashes[/p]
  • [p]Fixed up the 'preview meshes' used for the Turret holograms (during placing them down for construction) not having any collision (which allowed 'stacking' turrets on exact same space)[/p]
  • [p]fixed some ik inconsistency with the generic op. needs animation polish with wrist rotation[/p]
  • [p]fixed sound being lower vs when crouched[/p]
  • [p]Added 3 male standard infected mesh[/p]
  • [p]sound tweaks to ak105, evolys and m4[/p]
  • [p]Zone spelling correction on Bay Area map[/p]
  • [p]Continuing to refine and hunt down Pathfinding issues, There were some regressions in performance over the weekend as we were tweaking and finding the right settings for path finding cost in terms of CPU. This bulld put another candidate out to attempt to resolve any lingering issues and balance out performance further.[/p]
  • [p] Fixed bad SOC placement in Bay area that blocked placement[/p]
  • [p]Fixed an issue with unit weapons hiding/unhiding improperly when rappelling from helicopters[/p]
  • [p]SOC holograms excluded from HLODS so they dont "phase" in when zoomed out[/p]
  • [p]Fixed animation issue with medic healing[/p]
  • [p]Safety added to VisionGridUpdateUnitPositions() from [/p][p]https://discord.com/channels/469412014427602944/1436768359298629722/1436768359298629722[/p]
  • [p]Speculative fix for IsTargetOutOfRangeAndHandleMovement() from [/p][p]https://discord.com/channels/469412014427602944/1436791835329560689/1436791835329560689[/p]
  • [p]Some problematic rocks were adjusted on Bay Area that were causing navigation/path finding issues[/p]
  • [p]Fixed some instances were CERC units would refuse to fire a Structures if they were "Slightly" more in the ground more than other assets. Made their targeting logic more dynamic to target any "chunk"they can see now.[/p]
  • [p]Initial Alcatraz Firing range setup[/p]
  • [p]Various map improvements to collision work on Bay Area[/p]
  • [p]Added Ammo & Gas resupply for ground vehicles to the Motor Pool[/p]
  • [p]Set up StartGame from the level selection widget to properly reset all custom game options if going into a mode that does not support them (i.e. horde mode will reset custom settings when you go into it)[/p]
  • [p]Adjusted Operator HUD's 'reserve ammo display' to be able to display over four digits of ammo (was needed for FN-34 when it had full reserve ammo)[/p]
  • [p]Added a new camera to the main menu for RTS players to obverse the weapon range[/p]
  • [p]increased enraged damage reduction for Juggernaut and Chelsey after hitting 50% health[/p]
  • [p]Decreased builder health from 1500 to 1000[/p]
  • [p]Added some collision/nav improvements to the parking garage. in Bay Area[/p]
  • [p]Added a crash fix from Chelsey enter enrage mode[/p]
  • [p]Fixed an Async bug where newly placed structures would sometimes "lag" out the game thread. Effectively made it so games would become more stable only after all structure types were placed[/p]
  • [p]Fixed a parachute shader compile bug that would cause micro stutters[/p]
  • [p]Added base version of the AJAX(Still early expect more work going into pathing next week)[/p]
  • [p]Reduced the resupply distance of the Ammo/Medical tent by 1/4.[/p]
  • [p]Fixed operators not being able to enter vehicles after a recent change made for the AJAX[/p]
[p][/p][p][/p][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]Our Last Dev Campaigns:[/h3][p]📖 Operation: Island Sweep – Treasure Island Playtest Recap[/p][p]In one of our first large-scale playtests for Treasure Island, CERC forces deployed from the carrier deck and immediately split into two coordinated fireteams. One team moved quickly to secure the bridge linking Yerba Buena Island to the main landmass, establishing a forward barricade to stem any early infected movement. Meanwhile, the second team advanced on the military base, fortifying it as a staging area for deeper incursions into the city.[/p][p]Operators were dispatched on foot for reconnaissance, sweeping through nearby districts to identify infected activity and relay positions back to RTS players. These early scouts faced brutal resistance—several near-wipeouts forced emergency retreats to fallback outposts, where teams regrouped before launching counteroffensives.[/p][p]As intel solidified, CERC forces began a methodical push toward the carnival grounds, establishing forward operating bases (FOBs) block by block. Each zone cleared became a new resupply and logistics hub, allowing the team to maintain pressure and steadily expand their perimeter. The fighting intensified near the construction site and hospital district, where infected forces attempted multiple breakouts—but each was repelled by quick RTS responses and layered defenses.[/p][p]Key tactical strikes were launched against newly emerged gas towers, which the infected had built to irradiate CERC positions and force retreats. These were neutralized in time, allowing squads to resume their advance. The operation culminated in a coordinated sweep through the hospital zone, ending with the elimination of Chelsey after a protracted urban engagement.[/p][p]In a final act of desperation, the infected launched a last-ditch assault to retake the military base. It was shut down by a precision Blackhawk strafing run—securing victory and leaving only isolated remnants, which were tracked down and eliminated by roaming patrols and air support.[/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][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]
[dynamiclink][/dynamiclink][dynamiclink][/dynamiclink]What’s Coming Next
[p]Right now, the team is focused on three main areas:[/p]
  • [p]Ajax Vehicles & Doctrines are enemy #1 as we work to get the current AJAX fleshed out and fully functional before we scale up with all the other variants in the game. Then after that it will be Doctrines time for airstrikes, upgrades and other tools to improve the progression of CERC (Within the next 20 days)[/p]
  • [p]The Save System for Pandemic mode is actively being built out. The goal is to preserve units, structures, patrols, infection states, and more across sessions. We’re aiming to get this to a stable point sometime next week. (Aiming for before XMAS)[/p]
  • [p]Chelseys AI continues to receive updates to make her more reactive, aggressive, and dynamic in how she engages players and spreads the infection. The Juggernaut should feel a lot better (Within the next week ideally)[/p]
[p]On the level design side:[/p]
  • [p]We are hunting down bad collision,navigation on all shipped maps and preparing to resume work on San Fran North.[/p]
[p]We’re getting close to the final stages of the rebuild rollout, and as always, community feedback remains critical as we push toward stability and feature parity.[/p][p][/p][p][/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 | #73 | Chaos on Wheels: Vehicles, Destruction, and Custom Game Chaos
[p]In this packed dev session, the team zeroes in on the return of ground vehicles, with the Ajax transport taking center stage as the first fully integrated chaos vehicle. Derek breaks down the dual-layered transition from Blueprint AI to C++, showcasing formation syncing with infantry, pathfinding adaptations, and dynamic acceleration logic. From edge detection fails to friction tuning on steep inclines, every quirk gets dissected live—alongside unexpected fuel drains, vehicle corpses, and turret alignment bugs.[/p][p]A major milestone is hit with the release of live-editable Custom Game Options. Players can now tweak everything from gas mask timers to infected health multipliers and share their setups via Steam Workshop. The JSON-based system is fully moddable, launching with preset support and live-testing features that don’t require restarts. Expect future expansions for fuel, ammo, and logistical reworks via MRS tent mechanics.[/p][p]Environmental destruction is the next frontier. Vehicles will soon smash through fences, mailboxes, and even perimeter walls based on mass and momentum. A proposed single-click vs. double-click movement system may dictate whether units obey roads or bulldoze through neighborhoods.[/p][p]On the infected side, ambient audio returns with faction-optimized sound logic to enhance immersion without overloading the netcode. The devs also preview plans for dynamic infected variants—SWAT, medics, firefighters—with armor-based resistances and night-based aggression modifiers. Juggernauts are getting audio and behavior refinements, while operator weapon variety and animations continue to evolve.[/p][p]Looking ahead, save/load systems, doctrines, and operator polish are queued up before year’s end, with stability and feedback-driven iteration leading the charge. The team is focused on making the Ajax airtight—then opening the floodgates for more vehicles and late-game chaos.[/p][p]🔥 Highlights[/p]
  • [p]Ajax transport vehicle enters active testing[/p]
  • [p]Full AI refactor: formation logic, braking, path smoothing, edge detection[/p]
  • [p]Custom Game Options system launched with Steam Workshop support[/p]
  • [p]JSON-based presets allow fine-tuning of unit behavior, game pacing, and infected variants[/p]
  • [p]Live game tuning enabled: change enemy types, health, time-of-day in real time[/p]
  • [p]Environmental destruction system underway: rammable objects, scalable by vehicle class[/p]
  • [p]Ambient zombie audio returns, optimized for multiplayer performance[/p]
  • [p]Infected variants planned: SWAT, firefighters, medics with tactical implications[/p]
  • [p]Juggernaut enrage states and death VFX polished[/p]
  • [p]Operator aiming, driving views, and seat interactions in progress[/p]
  • [p]Save/load features on track for mid-December launch[/p]
  • [p]Main menu range added for operator weapon testing[/p]
  • [p]Tree sway bugs, turret LOS issues, and fuel logic hotfixed[/p]
[p]🛠️ Patch Preview
Expect rapid iteration on vehicle handling, terrain interaction, and destruction systems. Ajax will be the test bed for ramming, shooting, and unit interoperability. Next up: doctrine reworks, enhanced operator roles, and full fuel/ammo economy integrations. Workshop support continues expanding—feedback is key to shaping what comes next.[/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 2025.11.7 - public-playtest Treasure Island Now playable!

Patch Notes:
  • [p]If a unit is inside a vehicle and it dies and it will land in an unnavigable space by falling it will now kill that unit[/p]
  • [p]Improved the damage calculation to make units being in a destroyed vehicle roll damage randomly[/p]
  • [p]All TI Walls and fences now converted to removeable objects, with proper collisions.[/p]
  • [p]Speculative fix for radio music sometimes incorrectly "looping" [/p]
  • [p]Set up logic so Infected structures will be properly visible while constructing (so no more 'spine turrets able to shoot you before they are visible', hopefully)[/p]
  • [p]Some visual FX bug fixes to make tracers more accurate [/p]
  • [p]Set up Build Progress Meters to have a 'max distance' at which they're displayed, in Operator mode (customizable in settings)[/p]
  • [p]Fixed a bug where when an Operator would die max distance meters wouldn't reset from OPerator centric settings[/p]
  • [p]Fixed juggernauts not properly targeting helicopters + increased chance to throw objects to 100% when wanting to target a helicopter in the air[/p]
  • [p]Updated the ActiveOperatorsDisplay to be larger, so it should be a lot easier to read =Also gave it a maximum vertical size, and set it to always absorb mouse scrolling when hovered[/p]
  • [p]improved Infected + Chelsey's AI abilities to target moving units with Melee attacks [/p]
  • [p]Clients that crash/disconnect have 300 seconds to reconnect before their operators are deleted now [/p]
  • [p]Added in level based repairing speed for Engineers as a test. Updated some backend cheat commands for devs only[/p]
  • [p]Speculative fixes to resolve some issues with grenade throwing can get "stuck"[/p]
  • [p]Fixed some crashes with Grenades/ Abilities causing server crashes during a map swap if done at just the right time[/p]
  • [p]Improved client/server side conversion code and ensured that people that join mid game don't have to play the infection conversion animation again and skip to syncing their state[/p]
  • [p]Adjusted MGL so it has a proper drop off when fired from a Operator, [/p]
  • [p]Fixed units sometimes rappelling out of a helicopter and not properly reshowing their weapon [/p]
  • [p]Smoothed out 'time widget' addition to top-right of Operator HUD to deactivate (instead of remove) when leaving Operator mode (hopefully will be kinder to memory) =On deactivation, will stop updating the time display so it should remain cheap when operator HUD is gone[/p]
  • [p]Set up TopRightInfoWidget to show the day/clock display when in operator mode[/p]
  • [p]Helicopter landing adjustments to make it hopefully more reliable on inclined locations[/p]
  • [p]Updated some unit selection handling to better respond to unit ability usage, so clientside unit selection for move commands won't 'malform' if at least one unit is selected while using a movement-blocking ability[/p]
  • [p]Enhanced replication for Skycrane DropPosition/Rotation to use a custom struct that uses a lot less memory, and to properly update the building preview for the attached structure as needed[/p]
  • [p]Fixed Steam user reported bug https://steamcommunity.com/app/979640/discussions/1/614304582405034257/[/p]
  • [p]Updated some unit selection handling to better respond to unit ability usage, so clientside unit selection for move commands won't 'malform' if at least one unit is selected while using a movement-blocking ability[/p]
  • [p]Adjusted from Float rounding issues that made healing structures way too forgiving [/p]
  • [p]Applied crash fixes [/p][p]https://discord.com/channels/469412014427602944/1433895189298282526/1433895189298282526[/p]
  • [p]Applied crash fixes https://discord.com/channels/469412014427602944/1435354904926621849/1435354904926621849[/p]
  • [p]Fixed a late joiner issue with skycrane cables[/p]
  • [p]Fixes for late-joining client building visibility (building preview for any buildings currently on skycrane will be incorrect, but will resolve once building lands)[/p]
  • [p]Fixed structures being invisible for clients joining mid game [/p]
  • [p]Fixed Auto assist for engineers failing in some situations[/p]
  • [p]Fixed it so clients reobtain their assigned color if they reconnect within 300 seconds of a crash/disconnect[/p]
  • [p]If a client crashes when in split money mode it will evenly split that money out immediately to all surviving players. If in open then it just goes to the global money pool[/p]
  • [p]Live Gibbing support added to RTS/TPS that has fewer restrictions overall[/p]
  • [p]Set up LHA6 to not be killable for now (bStartInvulnerable)[/p]
  • [p]Added a sound to pings ,[/p]
  • [p]Made it so the juggernaut ignores calls to register to the corpse registry so there dead body stays for 30 seconds.[/p]
  • [p]Resolved some Pandemic init issues with loading[/p]
  • [p]Various navigation issues on Treasure Island resolved relating to the rocks and their collision[/p]
  • [p]Added Road Nav UNavArea for making all AI prefer roads ini all cases for movements and will only move off them when needed [/p]
  • [p]Added safeties to ability Component and Activity log for causing world GC leaks [/p][p]https://discord.com/channels/469412014427602944/1433808214230565008/1433808214230565008[/p]
  • [p]fixed infection conversion bug for Operators where it wouldn't kick you back out to RTS[/p]
  • [p]Balanced jugg ground slam. [/p]
  • [p]Fixed grip sockets for generic operators. [/p]
  • [p]Fixed glow stick positions for generic operators.[/p]
  • [p]Fixed CERC combat music breaking whenever a drone would kill itself building a structure, [/p]
  • [p]Infected now ignore Infected structure collision for rare cases where they can spawn too close to infected structures [/p]
  • [p]Fixed operators being able to break out of stun/ being able to do side actions while stunned [/p]
  • [p]WIP fixes and setup for FFAR rocket FX.[/p]
  • [p]Fixed bogus starting zones for Pandemic Bay Area where you would start in a prison cell[/p]
  • [p]Fix for Operator_UpdateOtherPlayerDroneVisibilityLoop crash[/p]
  • [p]Speculative crashfix for OnLoseSightOfUnit() crash (as reported in [/p][p]https://steamcommunity.com/app/979640/discussions/1/614304582404927237/?tscn=1761972381)[/p]
  • [p]Set up 'Operator_ToggleZoneWidgets' keybind, T by default[/p]
  • [p]Set up Operator selection at the Barracks to 'validate' Operator data (just proficiency XP for now) at selection time, so info is fixed up local-to-client before even purchasing -Fixed some focus-issues in the Operator customization widget[/p]
  • [p]Updated TI swamp water to newer setup.[/p]
[p][/p][h2]Public Campaigns[/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]Our Last Dev Campaigns:[/h3][p]📖 Operation: Island Sweep – Treasure Island Playtest Recap[/p][p]In one of our first large-scale playtests for Treasure Island, CERC forces deployed from the carrier deck and immediately split into two coordinated fireteams. One team moved quickly to secure the bridge linking Yerba Buena Island to the main landmass, establishing a forward barricade to stem any early infected movement. Meanwhile, the second team advanced on the military base, fortifying it as a staging area for deeper incursions into the city.[/p][p]Operators were dispatched on foot for reconnaissance, sweeping through nearby districts to identify infected activity and relay positions back to RTS players. These early scouts faced brutal resistance—several near-wipeouts forced emergency retreats to fallback outposts, where teams regrouped before launching counteroffensives.[/p][p]As intel solidified, CERC forces began a methodical push toward the carnival grounds, establishing forward operating bases (FOBs) block by block. Each zone cleared became a new resupply and logistics hub, allowing the team to maintain pressure and steadily expand their perimeter. The fighting intensified near the construction site and hospital district, where infected forces attempted multiple breakouts—but each was repelled by quick RTS responses and layered defenses.[/p][p]Key tactical strikes were launched against newly emerged gas towers, which the infected had built to irradiate CERC positions and force retreats. These were neutralized in time, allowing squads to resume their advance. The operation culminated in a coordinated sweep through the hospital zone, ending with the elimination of Chelsey after a protracted urban engagement.[/p][p]In a final act of desperation, the infected launched a last-ditch assault to retake the military base. It was shut down by a precision Blackhawk strafing run—securing victory and leaving only isolated remnants, which were tracked down and eliminated by roaming patrols and air support.[/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][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]
[dynamiclink][/dynamiclink][dynamiclink][/dynamiclink]What’s Coming Next
[p]Right now, the team is focused on three main areas:[/p]
  • [p]Custom Game Options are currently in development, allowing players to fine-tune pacing, difficulty, infected behavior, and other core gameplay settings.[/p]
  • [p]The Save System for Pandemic mode is actively being built out. The goal is to preserve units, structures, patrols, infection states, and more across sessions. We’re aiming to get this to a stable point sometime next week.[/p]
  • [p]Chelseys AI continues to receive updates to make her more reactive, aggressive, and dynamic in how she engages players and spreads the infection. The Juggernaut should feel a lot better [/p]
[p]On the level design side:[/p]
  • [p]The team is working on porting Calypso from Legacy, with a goal to have it back in the game this coming week, pending QA and polish.[/p]
  • [p]After Calypso is complete, the level designers will shift full focus to San Francisco North, which will be developed throughout the remainder of the year.[/p]
[p]Looking ahead:[/p]
  • [p]Once the save system reaches a stable point, programming will shift to the AJAX (Humvee). Ideally around this coming Wednesday. [/p]
  • [p]The AJAX will serve as the prototype for all ground vehicle handling and AI. If all goes well, we’re aiming to have an early version ready for players to test sometime next week—but that timeline may shift depending on how bug reports and system stability evolve over the coming days.[/p]
[p]We’re getting close to the final stages of the rebuild rollout, and as always, community feedback remains critical as we push toward stability and feature parity.[/p][p][/p][p][/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 | #71[/p][p]This episode dives deep into two weeks of intensive development as the rebuild gains momentum. Robert returns with a rapid-fire update on everything from map ports to AI rewrites. Two maps—Treasure Island and Alcatraz—are now playable in Pandemic mode, with a third, Calypso, expected later this week following internal QA and bug triage. The rebuild’s layered rollout continues, with Angel Island and San Francisco North also on deck.[/p][p]Level design gets streamlined with procedural tools and photorealistic texture passes, while RTS gameplay sees major AI improvements for both pathfinding and fog-of-war. Operators gain more visual customization and stronger RTS integration, including dynamic hero selection and multiplayer utility. A new save system captures everything from flashlight status to zone ownership, setting the stage for persistent play.[/p][p]Programming sees huge strides: dismemberment and AI bleeding logic, new unit targeting rules, and a revamped building placement system are now in. Operators are finally getting scoped weapons, proper cooldown UI, and reduced clutter with zone overlays and drone visuals. Meanwhile, the Ajax vehicle rollout begins soon—designed as the foundation for all future ground units.[/p][p]The team is laser-focused on polish, bug triage, and stabilizing core systems. Once the save/load and custom game options are locked in, attention shifts to vehicles, doctrines, and—eventually—civilian evacuation and faction expansion.[/p][hr][/hr][p]🔥 Highlights[/p]
  • [p]Treasure Island and Alcatraz now playable in Pandemic mode[/p]
  • [p]Calypso map expected later this week after final polish and QA[/p]
  • [p]Alcatraz and Angel Island rebuilt with layered terrain, detailed props, and photoreal textures[/p]
  • [p]Operators now support full RTS roles: riding vehicles, customizing appearances, and filling hero slots[/p]
  • [p]Massive AI pass: improved fog-of-war, smarter pathfinding, and tighter targeting logic[/p]
  • [p]Bullet penetration, dismemberment, and bleeding effects added for realism and challenge[/p]
  • [p]Full save/load system in progress with support for patrols, inventories, and structure states[/p]
  • [p]New builder UI and rotation memory system for easier base construction[/p]
  • [p]Rebalanced economy prevents multiplayer abuse (e.g. base deletion exploits)[/p]
  • [p]Community maps and horde modes in the works from modders and volunteers[/p]
  • [p]Live Q&A covers everything from exo suits to operator airstrikes to zombie whales[/p]
[hr][/hr][h2]🛠️ Patch Preview[/h2][p]Expect continued AI polish, minor economy reworks. The Ajax vehicle rollout kicks off next—built to test movement, physics, and combat for all future ground units. Once stable, expect a full return of vehicles, doctrines, and expanded late-game options. Player feedback remains vital—especially around AI clarity, base-building logic, and map layout.[/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

[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][/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]

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]