First 48 Hours After the Rebuild Merge | Patch Notes 2025.11.9.2
[p]The rebuild is now the default version of Cepheus Protocol, and the first 48 hours gave us exactly what we needed: a real stress test at scale.[/p][p]Discord playtests help, internal testing helps, but nothing compares to thousands of players stress testing the game in every possible way. That’s how you find the edge cases you never see in controlled sessions.[/p][p]The good news is we’ve already reproduced and fixed several of the biggest issues being reported, and we’re pushing those changes live right now.[/p][hr][/hr][h3]What We Learned (First 48 Hours)[/h3]
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- [p]The rebuild foundation is holding up well, but community play testing immediately exposed edge cases, mainly around vehicles, navigation, and some UI flow.[/p]
- [p]A lot of confusion is still coming from missing systems (Civilian Evac, dynamic civilians, etc)[/p][p] See the FAQ below![/p]
- [p]UI overlapping issues were resolved[/p]
- [p]Vehicle structure detection and ramming edge cases[/p]
- [p]We found scenarios where vehicles could mis-detect or fail to detect player structures depending on the situation.[/p]
- [p]Result: vehicles could repeatedly crash into jersey barriers, walls, and certain player structures/landscape actors instead of treating them as solid obstacles.[/p]
- [p]This has been corrected so vehicles properly respect those structures and stop “brute forcing” into them.[/p]
- [p]Gate navigation update bug[/p]
- [p]We reproduced a bug reported on Discord involving gates not updating navigation correctly.[/p]
- [p]If a gate was set to Auto, then swapped to Manual mode while opened and then closed, there were cases where the nav state would not refresh. Till you toggled that gate back to Auto and let a unit walk past it to "reset" the state[/p]
- [p]Result: units would still attempt to path through a gate that was visibly closed.[/p]
- [p]This is now fixed and gates properly update navigation when their state changes.[/p]
- [p]Fixed Vehicle Turrets when fired to "empty" would fail to properly work after resupplied[/p]
- [p]World Buildings (the preplaced structures) Nav Weight would confuse CERC into thinking they could squeeze through them making Path finding freak out. Like say you built a CERC wall and built it into a structure/building. Units would incorrectly still try to path find along the edges of that structure. Context[/p]
- [p]Various Texture Optimizations across the project to further optimization Streaming / Out of memory warnings(Still ongoing!)[/p]
- [p]Resolved a discord reported crash[/p]
- [p]Fixed some assets in HMB (Half Moon) that weren't rag dolling when hit with a vehicle[/p]
- [p]Fixed Shawnee not rolling on turns properly.[/p]
- [p]Improvements to helicopter height-check handling to more reliably go up when helicopters otherwise would get stuck[/p]
- [p]Fixes to BaseGarrisonComponent to resolve fast roping units failing to actually 'remove' themselves from their seats (which cause issues on the helicopter after first fast rope success)[/p]
- [p]Speculative improvements to stuck detection for chaos vehicles[/p]
- [p]Adjustments to helicopter-only formation movement to reduce chances of 'stuttering' from Formation Actor not moving far enough ahead[/p]
- [p]Locked off the VisionGrid DeferredVisionUpdateTimedOut debug behind a cvar (VisionGrid.DeferredTimeoutDebug). Stops the draw debug text from appearing while play[/p]
- [p]Fixed a Turret issue that would only occur for Vehicles where they would fail to initialize their eyes properly making it so low level objects could block their ability to shoot. [/p]
- [p]Superheavy treaded vehicles tuned to have better steering and performance, including custom steering curve(Abrams, Atlas, MLRS & Bradley)[/p]
- [p]Updated PauseMenu to properly treat the level selection subwidgets (for both Pandemic+Horde maps) as part of the Base_PlayerController's menustack, so ESC while in one of these menus will properly go back[/p]
- [p]Fixed some collision logic issues relating to Gates not being responsive at certain angles/distances for their auto open feature[/p]
- [p]Fixed a case where Exploding rounds would sometimes incorrectly damage the unit that fired them https://discord.com/channels/469412014427602944/1458836944325709914/1458836944325709914[/p]
- [p]Minor fix for Mortar smoke trail.[/p]
- [p]Merlin can air drop and pickup vehicles again! The Abrams, Bradley and MLRS are restricted because of their weight[/p]
- [p]Updated Localizations for all languages [/p]
- [p]Fixed a call in Move To task that bypassed construction safeties for Engineers which resulted in them doing some stupid move orders in certain cases.[/p]
- [p]Lowered Mule resupply limit to 3k[/p]
- [p]Fixed night time being inconsistent on lower GlobalIlluminationQuality settings. Will be Dark at all times now across settings[/p]
- [p]MLRS, Cerberus Motor, Tow, SMAW, MGL friendly fire now. [/p]
- [p]Fixed Some physics reliably issues for Juggernauts and Vehicles for ramming [/p]
- [p]Fixed Large Helipad not resupplying [/p]
- [p]Juggernauts not moving bug fixed[/p]
- [p]Fixed a typo on main menu[/p]
- [p]Fixed a bug where after a CERC structure was destroyed units would sometimes fail to see units on the other side because of an aggressive optimization check[/p]
- [p]Added Logistics cost for resupplying weapons in the game[/p]
- [p]Added "Supply" to the game. Which means everything that uses ammo/gas costs to resupply at the Motor Pool, Helipad, Ammo Tents etc. Its not just can i buy X unit its also can i afford to resupply X unit. As units like the MLRS and other super units cost a lot to resupply.[/p]
- [p]Vehicles doing something dumb[/p]
- [p]Units ignoring obvious navigation[/p]
- [p]UI menus acting strange[/p]
- [p]Chinook transport is now in[/p]
- [p]The Chinook can now ferry Light-Medium Vehicles.[/p]
- [p]Engineer repair behavior for vehicles[/p]
- [p]Engineer Auto-repair for structures and vehicles[/p]
- [p]Per zone Guard towers & Turrets restrictions instead of the global pool[/p][p][/p]
- [p]Weapons[/p]
- [p]Turrets[/p]
- [p]Vehicles[/p]
- [p]January Goals[/p]
- [p]Remaining Vehicle Abilities And Behaviors[/p]
- [p]Bradley TOW[/p]
- [p]Doctrines[/p]
- [p]Save System for Pandemic[/p]
- [p]BUGS, BUGS and Bugs! We still are hunting down desyncs and bugs as they are reported![/p]
- [p]Game Balance - Is still ongoing and being tweaked. Michael is monitoring Steam/Discord for feedback[/p]
- [p]Remaining Vehicle Abilities And Behaviors[/p]
- [p]February Goals[/p]
- [p]Any Remaining Bugs/Performance Tweaks/QOL Adjustments based on community feedback[/p]
- [p]Remaining Enemy Roster Needed For Angel to be unlocked[/p]
- [p]Leviathan[/p]
- [p]Birds[/p]
- [p]Additional Pandemic Regions Locked Until The Above Is Complete[/p]
- [p]Angel Island[/p]
- [p]San Francisco North[/p]
- [p]TBD[/p][p]We are committed to not rushing to the "end" to ensure everything prior is working correctly. These are the ones currently in limbo that we will be tackling once the above list is "completely" done.[/p]
- [p]LHA6 & LCAC[/p]
- [p]Civilian Evacuation & Dynamic Civilian Groups[/p]
- [p]We made two pinned threads so we can centralize answers and stop misinformation:[/p][p]If you’re asking: “where is evac” “where are civilians” “what build am I on” Start there.[/p]
- [p]More stability and performance[/p]
- [p]Larger scale gameplay[/p]
- [p]More and better maps[/p]
- [p]Complete Pandemic mode pillars[/p]
- [p]Operators expanding toward Doctrines[/p]