2026.01.30.3 Doctrines Have Arrived (Shared Progression Is Now Live)
[h3]Patch Notes Summary (Jan 16 → Jan 30)[/h3][p]AI + Vehicle Pathing[/p]![]()
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[/carousel][hr][/hr][h2]Screenshot contest on Discord![/h2][p]We are doing a screenshot contest for updating our loading screens submit your art here-> Rebuild only![/p][carousel]![]()
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- [p]Improved ground vehicle pathing to reduce crashes and unnecessary driving through landscape objects. They should be a lot more intentional for when they decide to kool-aid man through walls[/p]
- [p]Fixed large vehicles attempting to route through infantry-only gates[/p]
- [p]Cleaned up navigation and collision in key zones (HMB + Treasure Island choke areas)[/p]
- [p]Fixed Niagara StackWalkAndDump micro-stutter issue in heavy combat[/p]
- [p]Fixed replicated DOT crashes under strain[/p]
- [p]Multiple crash fixes (ResourceComponentSOC, closing-game timing crash, GetAlliedUnits crash)[/p]
- [p]Projectile and spitter net traffic optimizations to reduce rubber banding[/p]
- [p]Airstrike balance pass with cooldowns ranging from 5–7s up to 360s (MOAB) Global Cooldown system![/p]
- [p]Updated Call-In visuals and graphics[/p]
- [p]Added Ammo Crate call-ins[/p]
- [p]Added Gas Strike to airstrike system[/p]
- [p]Dragon Gunship duration increased to 60s[/p]
- [p]MOAB now deals absolute damage (cover no longer blocks)[/p]
- [p]Fixed Juggernaut roar causing car drop/glitch behavior[/p]
- [p]Applied fixes for Juggernaut rubber banding[/p]
- [p]Slowed down gas tower expansion speed by 50% and doubled survivable time inside gas zones by 50%[/p]
- [p]Scientist and Spitter immune to gas call in strike[/p]
- [p]Major Doctrine UI polish: resizing, spacing, margins, icon updates, localization updates[/p]
- [p]Added starting Doctrine Points option in Custom Game Settings[/p]
- [p]Increased Doctrine level cap from 500 → 800 to resolve some bugs reported during experimental of people running out of points to spend after we made some upgrades a bit more expensive[/p]
- [p]Fixed multiple doctrine unlock issues (walls, barbed wire, cannon turret, guard tower M107)[/p]
- [p]Some text was updated like Flashbang cooldown reduction percent to make it more clearer it applies to Winters/ Spec ops and Operators if they have that ability. [/p]
- [p]Adjusted airstrike pricing and doctrine costs based on playtests lowered overall to make them more enjoyable[/p]
- [p]Reduced Operator XP grind by ~34–40%[/p]
- [p]GC36 + New Operator Skin added under Allen Walker called "Onslaught"[/p][p]
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- [p]Greatly reduced weapon XP requirements per level for Operators[/p]
- [p]Custom game starting money increased up to 4 million[/p]
- [p]Added the ability to set Starting Doctrine points for those that just want to bypass progression in a more casual game[/p]
- [p]Half Moon Bay (Stray Ember was rebalanced based on weeks of communicating with the community to address turret limits, guard tower limits and power issues). Making it a lot more forgiving in your sessions![/p][p]
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- [p]M203 grenade launcher ability added to Assault and as a new perk for the Operator[/p]
- [p]Assault can only get it from the Doctrine unlock[/p]
- [p]Spec ops throw demo charge added to Operators as a new ability[/p]
- [p]Demo Charge strengthened and retuned[/p]
- [p]Infantry explosives buffed vs Juggernaut[/p]
- [p]Vehicle cannon turn speed and pop cost balance pass (Bradley, Abrams, Cerberus)[/p]
- [p]Turrets lights now properly rotate when they "Look around" at night[/p][p]
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- [p]Updated loading screens from contest submissions[/p]
- [p]Fixed nights being too dark, added Moonlight lighting support[/p]
- [p]Medium GI now uses Screenspace GI, Low disables GI entirely[/p]
- [p]Fixed weapon flashlight attachment pivots and turret visual desync issues[/p]
- [p]Vehicle camo system implemented with replication support[/p]
- [p]Recruit Popup + Weapon Market camo selector initial pass[/p]
- [p]Added "signs" from legacy (Online support too!)[/p]
- [p]Support Pack camo unlocks are now back in the rebuild! supports online play too![/p][p]
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- [p]Fixed exploit bypassing Doctrine restrictions via upgrade buttons[/p]
- [p]Added sky validation to block invalid building placement where you could build production structures over say a bridge and units would not land correctly[/p]
- [p]Added preset landing points to the Motor pool, barracks and main tent to resolve long standing issues with units landing in stupid spots[/p]
- [p]Ammo boxes no longer grant unintended LOS[/p]
- [p]Ammo crates no longer explode when destroyed[/p]
- [p]M / P and other "live" keys no longer trigger the action associated\\ with them when you are focusing a type box.[/p]
- [p]To improve vehicle pathing for ground vehicles and airborne.[/p]
- [p]Resolve some rough patches for bad collision where units would get stuck.[/p]
- [p]We had this map in rotation around early January and we decided to pull it alongside improving pathing for Stray and Blacktide so we could rework parts of the map. [/p]
Cepheus Protocol Dev Report
[h3]Friday, January 30[/h3][p]Alright everyone, quick report on where we are today.[/p][p]This is not a short update.[/p][p]This is a full development report.[/p][p]The rebuild reset the board.[/p][p]Doctrines are the start of the real long-term game.[/p][p]This post is meant to clearly document:[/p]- [p]What is now released[/p]
- [p]Why it exists[/p]
- [p]What problems it is solving[/p]
- [p]What is still being tuned[/p]
- [p]What we need from players this weekend[/p]
- [p]What options are coming so people can shape the game to how they want to play[/p]
Doctrines Are Now Live
[p]As of today:[/p][p]Doctrines are released.[/p][p]This is the new progression system for Cepheus Protocol going forward.[/p][p]In Legacy builds, we effectively gave players top-end tools too early:[/p]- [p]Abrams[/p]
- [p]Bradley[/p]
- [p]MLRS[/p]
- [p]Apache[/p]
- [p]Endgame weapons within minutes[/p]
- [p]Unlocks[/p]
- [p]Economy scaling[/p]
- [p]Long-term pacing[/p]
- [p]Team progression[/p]
- [p]Strategic identity over hours of play[/p]
Why We Built This System
[p]The goal is simple:[/p][p]We want Cepheus Protocol to feel like you and your friends are building toward something together over time.[/p][p]Not rushing the entire tech tree in the first 10 minutes.[/p][p]Not having every weapon available instantly.[/p][p]Not having progression be meaningless.[/p][p]Doctrines exist so the game has:[/p]- [p]Early game pressure[/p]
- [p]Midgame growth[/p]
- [p]Late game payoff[/p]
- [p]Real strategic choices[/p]
- [p]A shared campaign-like loop in co-op[/p]
Shared Doctrine Progression (Team-Based)
[p]Doctrine Points are shared across the match.[/p][p]This is not individual grinding.[/p][p]All players contribute toward the same tree.[/p][p]That means:[/p]- [p]Your team progresses together[/p]
- [p]Your upgrades are part of a shared strategic plan[/p]
- [p]Co-op sessions feel like collective effort, not disconnected builds[/p]
Three-Stage Doctrine Structure
[p]The Doctrine tree is split into three stages:[/p][p]Stage 1 → Stage 2 → Stage 3[/p][p]Important design rules:[/p]- [p]There is no prerequisite besides paying into the next stage[/p]
- [p]You can take upgrades from any stage[/p]
- [p]Some upgrades chain forward across stages[/p]
- [p]XP upgrades scale from Stage 1 into Stage 2 into Stage 3[/p]
- [p]Ammo reserve upgrades begin early and reach full power late[/p]
- [p]Gas efficiency follows the same progression[/p]
What’s In Doctrines Right Now
[p]The current tree contains roughly two to three dozen items, including:[/p][h3]Economy and Efficiency Passives[/h3]- [p]Increased ammo reserves[/p]
- [p]Increased XP gained from kills[/p]
- [p]Reduced structure costs by category[/p]
- [p]Infantry[/p]
- [p]Vehicles[/p]
- [p]Helicopters[/p]
- [p]Weapons[/p]
- [p]Abilities[/p]
- [p]Classes[/p]
- [p]Airstrikes[/p]
New Structure: Logistics Requisition Center
[p]We are introducing a major infrastructure component:[/p][p]Logistics Requisition Center[/p][p]Built by Engineers.[/p][p]Purpose:[/p]- [p]Passive Doctrine XP generation through infrastructure[/p]
- [p]Helps maintain Stage 2 to Stage 3 pacing[/p]
- [p]Provides an alternative to purely kill-based progression[/p]
- [p]High energy cost[/p]
- [p]High upfront money cost[/p]
- [p]Up to 10 globally[/p]
UI Status
[p]Doctrines are live.[/p][p]The UI is being finalized right now.[/p][p]Target window:[/p]- [p]Monday to Tuesday[/p]
Balance Status: This Weekend Is Data Collection
[p]Let me be extremely clear:[/p][p]We are not pretending balance is “done.”[/p][p]Doctrines are a foundational restructure.[/p][p]Now we tune.[/p][p]A lot of major balance pressure points have already been progressed significantly, but we need more real match data.[/p][p]We need to know:[/p]- [p]What feels off[/p]
- [p]What feels too easy[/p]
- [p]What feels too punishing[/p]
- [p]What feels unfair[/p]
- [p]What upgrades feel mandatory[/p]
- [p]What pacing feels too fast or too slow[/p]
Custom Game Options Expansion (Player-Controlled Difficulty)
[p]One of the biggest goals going forward is flexibility.[/p][p]Not everyone wants the same experience.[/p][p]Some players want a sweaty hardcore strategy grind.[/p][p]Some players want a casual pandemic sim where they mess around for hours.[/p][p]We want to support both.[/p][p]Custom game options are going to expand heavily before Civilian Evacuation.[/p][p]Examples of what we are working toward:[/p]- [p]Starting with all Doctrine Points[/p]
- [p]Increasing or decreasing Doctrine XP gain rate[/p]
- [p]Turning Supply systems on or off[/p]
- [p]Turning Gas mechanics on or off[/p]
Save System Update (How It Will Work)
[p]We started active Save System work on Wednesday and we’ll have more to show early next week. Full details will keep getting posted as we progress.[/p][h3]How saves work in most games[/h3][p]In a typical game, a save is tied to one mode of play:[/p]- [p]You save your session[/p]
- [p]You load it later[/p]
- [p]It usually stays single-player, or it becomes a completely separate “multiplayer server save” system[/p]
- [p]Start a session offline if you want[/p]
- [p]Save it whenever you want[/p]
- [p]Later, you can take that same save and host it online so friends can join and continue the same world[/p]
- [p]Pandemic co-op sessions you can pause and resume across multiple days or just by yourself if you want[/p]
- [p]Start a run solo, then bring friends in later without restarting[/p]
- [p]A clearer structure for future systems like Civilian Evac and long-form progression[/p]
What We Need From You This Weekend
[p]Please play Doctrines in real sessions.[/p][p]Test:[/p]- [p]Progression pacing[/p]
- [p]Shared Doctrine Points feel[/p]
- [p]Stage advancement timing[/p]
- [p]Upgrade relevance[/p]
- [p]Difficulty curve[/p]
- [p]Network performance under match load[/p]
- [p]Any bugs, desyncs, or edge cases[/p]
Forward Timeline
[p]This Weekend[/p]- [p]Doctrine release testing[/p]
- [p]Balance feedback collection[/p]
- [p]Data gathering[/p]
- [p]Doctrine UI finalized[/p]
- [p]Placeholder elements replaced[/p]
- [p]Save system rollout[/p]
- [p]Bug fixing[/p]
- [p]Quality of life[/p]
- [p]Operator polish[/p]
- [p]Civilian Evac groundwork[/p]
- [p]Livestream covering Civilian Evacuation direction and next-stage expansion[/p]
Final Note
[p]The rebuild reset the board.[/p][p]Doctrines are the real progression game now.[/p][p]This is the long-term structure:[/p]- [p]Shared progression[/p]
- [p]Structured unlocks[/p]
- [p]Strategic scaling[/p]
- [p]Player-controlled customization[/p]
- [p]Persistent co-op sessions through saves[/p]