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  3. 2025.2.13.1 – Pandemic Save UI Live + Pathfinding AMA Tonight

2025.2.13.1 – Pandemic Save UI Live + Pathfinding AMA Tonight

[p][/p][h2]Developer Update This Week[/h2][p]Second pass of the Pandemic Save System is now live on all branches, including the full Save and Load UI.[/p][p]The first pass went live last Friday through a console command. This update moves saving and loading into a proper UI across all branches so everyone can use it normally while we continue hardening the flow.[/p]
  • [p]Save + Load UI is live on all branches[/p]
  • [p]Load menu shows which Custom Game Options were used for each save so you can tell runs apart[/p]
  • [p]Configurable autosave intervals are now in[/p]
  • [p]The system keeps the most recent 3 saves you can configure this[/p]
  • [p]We are actively hunting down Save and Load bugs as they are reported[/p]
[h3]Early game balance (Sparrow and Engineer changes)[/h3]
  • [p]Engineer is getting a LAW added to help address T1 counters against the Juggernaut. More details on this soon![/p]
  • [p]Sparrow is gaining a hellfire missile in the next week that will allow you better counter juggernaut's in T1[/p]
[h3]Operators[/h3]
  • [p]P90 (SMG) and HCAR (LMG) are both in the game now[/p]
  • [p]You can start leveling SMG and LMG progression to unlock and use them[/p]
  • [p]We are continuing at 1 to 2 weapons per week through February to finish the Operator from a base weapon standpoint. They still need refinement and polish after Civilian Evac[/p]
[h3]Pathfinding Sit Down[/h3][p]Experimental includes systemic vehicle pathfinding fixes, but if you still see issues, we want to see them live.[/p][p]Friday at 7:00 PM Eastern we are hosting a Discord sit-down for pathing and formation issues.[/p]
  • [p]The programmers will not be playing[/p]
  • [p]You must share your screen live and reproduce the issue or load a save[/p]
  • [p]Screenshots will not be accepted[/p]
[p][/p][p]We will have more to share on Saturday during CERC HQ as we continue pushing toward Civilian Evacuation mid to late February.[/p][p]New Operator Skin for Honzo Lee called Urban[/p][h2]Patch Notes[/h2][p]Also in this patch[/p][p][dynamiclink][/dynamiclink][/p]
  • [p]Fixed drivers not getting XP from vehicles they are controlling[/p]
    • [p]Also tripled unit leveling requirements for all units outside Operator[/p]
  • [p]Save improvements and new coverage:[/p]
    • [p]Rallypoint save and load is in[/p]
      • [p]Host only saves this data for now, but it is structured to support other players later[/p]
    • [p]Zones now save and load their last population count[/p]
    • [p]Ammobox save and load fixes[/p]
      • [p]No more floating ammoboxes[/p]
      • [p]Parachutes should despawn properly, or fall and disappear on load[/p]
  • [p]Save and Load menu improvements:[/p]
    • [p]Overwrite in place behavior fixed when selecting an existing save and confirming overwrite[/p]
    • [p]Cleaned up overwrite logic when Create Save uses an existing name[/p]
    • [p]Custom infected options display now shows disabled enemies[/p]
    • [p]Text formatting improvements for displaying custom unit settings[/p]
    • [p]Started on unit custom settings reader[/p]
      • [p]Added a dedicated hovertip button on Load to list custom unit settings in that save[/p]
    • [p]Additional UI cleanup, including focus fixes and scaling improvements for thin resolutions[/p]
  • [p]Fixed a bug where loading a game could cause the UI to steal focus and leave you unable to control the game after loading[/p]
  • [p]Custom game options display initial pass:[/p]
    • [p]Only detects options on saves made after this update[/p]
    • [p]Older saves still work, but custom options will not be detected for display until you save again[/p][p][/p]
  • [p]Autosave improvements:[/p][p][/p]
    • [p]Autosave count is now customizable in the options widget and properly respected[/p]
    • [p]Autosave timer dynamically adjusts if you change the interval mid game[/p]
    • [p]Initial autosave system pass is in[/p]
      • [p]Runs on host only[/p]
  • [p]Unit Group Widgets now populate at game start and no longer disappear when a group goes empty. Previously the group boxes would not appear until you manually created a group, which caused confusion and led some players to think a grouping system did not exist. The interface is now visible from the start so it is clear that grouping is available. As always use CTRL + number key to group any selection of units[/p][p][/p]
  • [p]Save list sorting: Save and Load list can now sort by timestamp and is now ordered by save date properly[/p]
[h3]Known Limitations with save system [/h3][p]Most combat in Cepheus Protocol is hitscan, so the majority of gameplay is unaffected by saving mid-action. A small number of transient objects still require additional handling if you save at the exact wrong moment.[/p][p]Updated save TBD list:[/p]
  • [p]Queue attack order[/p]
  • [p]Call in system (airstrikes and support)[/p]
  • [p]Reload status for animation catchup[/p]
  • [p]Tow[/p]
  • [p]Grenades[/p]
  • [p]Flare[/p]
  • [p]Cloak[/p]
  • [p]Stun system[/p]
  • [p]Hit reaction (TBD)[/p]
  • [p]Cone of fire ability[/p]
  • [p]Delayed grenade explosion save support[/p]
  • [p]Save other player data (rally points)[/p]
  • [p]Save Operator data for clients for reloading them (after saving basic other player data)[/p][p][/p]
[hr][/hr][h2]February Roadmap and Short-Term Priorities[/h2][p]As we move through February, the focus is on getting everything caught up to where the rebuild is intended to be, while continuing to stabilize and improve the core experience.[/p][p]Immediate priority going into next week[/p]
  • [p]Finalizing remaining Pandemic save support, specifically transient gameplay objects[/p]
  • [p]Cleaning up any remaining edge cases surfaced by live usage[/p]
  • [p]Locking down save stability so it becomes a dependable baseline going forward[/p]
[p]Following that addressing feedback from this poll[/p]
  • [p]Pathfinding improvements and fixes[/p]
  • [p]Bug fixing across Pandemic and core systems[/p]
  • [p]Small quality of life changes that improve flow and usability[/p]
[p]Once those pieces are in a good place, we will shift focus toward Civilian Evacuation, targeted for mid-February. This work is already underway, and the goal is to address the feedback and discussion outlined in the existing Steam thread below.[/p][p]We will be sharing more details soon, including a live stream announcement about a week in advance. Keep an eye on Steam and our Discord for updates as we move through February.[/p][p]Link to Civilian Evacuation Steam thread[/p][hr][/hr]
πŸŽ™οΈ Next CERC HQ – Livestream Details
[p]πŸ•” When: Weekly Saturdays – 3 PM EST (New Time!)[/p][p]πŸ“Ί Where to Watch:[/p][h3]πŸ’¬ 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]πŸ“Ί Missed a Stream? No Worries![/h2]