Patch Notes 2026.01.10
[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]Increased Max Server Search to 200 limit(Might have to look into pages long term)[/p]
- [p]Optimized some loading screen elements that were causing VRAM to balloon at times[/p]
- [p]Fixed incorrect UI icon for m240b[/p]
- [p]Some Level Geo/Textures were optimized that were causing VRAM to balloon at times[/p]
- [p]Tweaked hydra damage higher so the Apache feels more "worth it"[/p]
- [p]Abrams smoothbore/Cerberus 105 increased damage towards certain units[/p]
- [p]Guard Towers & Turrets are limited per zone now instead of the global pool![/p]
- [p]Set up server validation for clients setting down structures in a zone, to ensure 'build limits per zone' are respected even if a client does multiple structures at once during a lagspike[/p]
- [p]Set up CERC turrets to no longer have a global recruit limit of 12 (instead it's 6 per zone)[/p]
- [p]Build Limit per zone now respected by construction function: Guard Tower updated to 6 per zone instead of 6 total[/p]
- [p]Improvements to Structure 'build limit' registration to work when setting down a construction hologram, and to deregister as soon as the structure dies[/p]
- [p]Fixed a flaw with formation position updating getting 'wrong direction' if update would take it past a particular path point (more egregious when starting up move orders for helicopter/ground vehicles only moves) [/p]
- [p]Fixes units sometimes stopping mid air when given a new formation move order[/p]
- [p]Set up some formation logic for helicopter-only moves to 'start' the formation further ahead.[/p]
- [p]Result: Seems to fix 'helicopter stuttering' if you're issuing multiple move orders to a group of helicopters[/p]
- [p]Some improvements to Command Widget shop handling for special case actions (like back button, resupply component, radio component, etc.) (should fix the Heavy Vehicle shop 'losing the back button')[/p]
- [p]Made it so hub/main menu games display as "Hub" instead of Main_Menu. Other Pandemic maps were renamed on how they appear on the Main menu Server join page[/p]
- [p]Increased brute speed[/p][p][/p]
- [p]Vehicles doing something dumb[/p]
- [p]Units ignoring obvious navigation[/p]
- [p]UI menus acting strange[/p]
- [p]Engineer repair behavior for vehicles[/p]
- [p]Engineer Auto-repair for structures and vehicles[/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]