2026.2.28.2 Live on Experimental, March is Civilian Evac Month
[p]
[/p]
Developer Update This Week
[hr][/hr][h2]Save and Load System Expansion[/h2][h3]Continued System Coverage[/h3][p]This week was heavily focused on expanding Save and Load support across additional systems.[/p][p]Save and Load support has now been implemented for:[/p]- [p]Projectiles[/p]
- [p]Grenades[/p]
- [p]TOW systems[/p]
- [p]Flares[/p]
- [p]Select airstrikes[/p]
- [p]MOAB[/p]
- [p]Gas Attack[/p]
- [p]Dragon[/p]
- [p]Player logs[/p]
- [p]Save files[/p]
- [p]Replication behavior data[/p]
- [p]Increased stability at higher player counts[/p]
- [p]Reduced late game desync escalation[/p]
- [p]Improved host performance under heavy load[/p]
- [p]The server calculates and validates damage[/p]
- [p]Clients deterministically simulate projectile visuals locally[/p]
- [p]Authority remains strictly on the server[/p]
- [p]Saved projectile state[/p]
- [p]Late join synchronization[/p]
- [p]Cross client consistency[/p]
- [p]SOC's require active power[/p]
- [p]Increased power costs across major structures[/p]
- [p]Tier 2 and Tier 3 generators carry real strategic value[/p]
- [p]Barracks, Motor Pool, and related structures require stronger planning[/p]
- [p]Builders[/p]
- [p]Infrastructure[/p]
- [p]Logistics chains[/p]
- [p]Territorial expansion planning[/p]
- [p]Multiplayer desync reduction[/p]
- [p]Replication optimization[/p]
- [p]Save and Load bug fixes[/p]
- [p]General performance improvements[/p]
- [p]Pathfinding improvements and formation system fixes[/p]
- [p]Bug fixing across Pandemic and core systems[/p]
- [p]Small quality of life changes that improve flow and usability[/p]
- [p]Infected Birds to improve mid and late game Infected counters so sessions do not overly rely on Juggernauts[/p]
- [p]AJAX Avenger[/p]
- [p]SAM Site Turret[/p]
- [p]Each player to manage their own evacuation camps[/p]
- [p]Full multiplayer compatibility[/p]
- [p]Single player parity[/p]
- [p]MP5 was added to the Operator (Under the SMG specialization)[/p][p][/p][p]
[/p][p][/p]
- [p]MDR was added to the Operator(Under the DMR specialization)[/p][p][/p][p]
[/p][p][/p]
- [p]More Save Load support for the Direct Strike, White Phosphorus ( MOAB, Gas Dragon not done yet)[/p]
- [p]Client Side Prediction added for Projectiles (Lowers network traffic by a HUGE amount)[/p]
- [p]Tons of Network traffic Optimizations overall network traffic was cut by 70-80%. (Faction XP, Gibbing Data, Impact FX, and other various elements were heavily network optimized)[/p]
- [p]Airstrike optimizations[/p]
- [p]Nerfed smaw and Hellfire damage to Chelsey and Increased enraged DR when she gets below 50% health[/p]
- [p]Increased base hellfire damage slightly[/p]
- [p]MLRS projectile speed increased + Damage Radius[/p]
- [p]Fixed up weapons to restore a relative 'last fire time' when saving/loading (so weapons with noticeable fire intervals, like spine turrets, don't get to fire instantly on loading save)[/p]
- [p]Updates to client building placement to reduce or fully block attempts to 'set down multiple buildings on same spot' by spam clicking[/p]
- [p]Updated Cannon turret weapon icon.[/p]
- [p]Updated SOC icons and Doctrine descriptions.[/p]
- [p]Updated VADS turret weapon icon.[/p]
- [p]Updated Scout drone move preview.[/p]
- [p]Muzzle Flash System reworked to solve desyncs & Stutter (Operator might have some issues going into Monday its a known issue we are looking into)[/p]
- [p]Fixed Turret Flashlight dancing bug on clients at night time[/p]
- [p]Fixed Flashlight attaching to the wrong location on turrets[/p]
- [p]Fixed Muzzle FX attaching to the wrong location on Turrets[/p]
- [p]Fixed Engineer/ Medic sometimes canceling a sprint order when they saw an enemy[/p]
- [p]Fixed Projectiles after the client simulation update causing bogus collision at impact points[/p]
- [p]Fixed Engineer Auto repair not working for CERC structures[/p]
- [p]Adjusted some Power costs for the CERC Generator[/p]
- [p]Updated garrison sockets for the Medical Ajax[/p]
- [p]T1-T3 power audited to make them cost effective based on physical size + costs[/p]
- [p]Updated Ajax non-driver seats to be angle-locked for now, to stop 'rotating seats' issues[/p]
- [p]Resolved a fog of war issue where infected seeing a CERC structure would force that structure to "wake up".[/p]
- [p]Added arrow key movement for RTS[/p]
- [p]Fixed ToggleAutoRefillAmmo and RefillAmmo commands (for turrets) not functioning[/p]
- [p]-Fixes for PlayerFaction-related 'race conditions' for clients: for clients this should greatly reduce instances of FOW vision, unit overhead UI, or unit visibility being 'incorrect' on late-joining or being a lobby that then loads a save[/p]
- [p]Slightly increased visibility of Gas tower AOE markers.[/p]
- [p]Updated A-10 gun run effects to spawn decals at Low settings.[/p]
- [p]Increased Gas Tower health from 7500 to 12000.[/p]
- [p]Gas Tower Reduced build speed by 50%[/p]
- [p]Half Moon Bay and Treasure Island Zone borders were redrawn to better support the turret/guard tower build restrictions.[/p]
- [p]Blocked Radioman being ferried on helicopters from expanding the call in area[/p]
- [p]Made the minimum Attack faction 1 as setting it to 0 makes it revert back to stock numbers and removes the override[/p]
- [p]Fixed another reported crash on the Operator[/p]
- [p]Fixed visual bug on unit details panel for Power requirements[/p]
- [p]Fixed toggle sprint not working[/p]
- [p]Fixed MGL not working properly on Operators when you have AI use the weapon. They would always never account for the grenade drop[/p]
- [p]Increased cooldown for Infection Pods & Gas Towers to 90 and 180 after they are destroyed to bring down the "wack a mole"[/p]
- [p]Increased Requestion center XP tick by 50%.[/p]
- [p]Rebalanced power requirements for T3 walls/gates[/p]
- [p]Made Ammo tents cost power as with medical tents to Operate![/p]
- [p]Ammo Tent renamed into supply centers for all unit types for Gas/Ammo/Supply now supplies universally.[/p]
- [p]Added new Power and infrastructure costs to all CERC structures including SOCS.[/p]
- [p]Made SOCS T2-T3 require teching up through the Doctrine Tree[/p]
- [p]Lower Bounties on Pandemic for killing all Infected types by 50%[/p]
- [p]Lowered M2 Sentry reserve ammo by 50%[/p]
- [p]Attack Move support added for Save/Load[/p]
- [p]Bradley TOW now works for Save/Load[/p]
- [p]Projectiles now Save/Load[/p]
- [p]Increased Turret limit per zone to 12 like in legacy[/p]
- [p]Fixed logic bug that allowed juggernauts to keep adding spawns after Day 6+. It could get up to crazy numbers[/p]
- [p]Fixed a logic bug that could cause infected to freeze in combat[/p]
- [p]Adjusted Chelsey's Spawn/Location placement code to stop her from sometimes going into the ground[/p]
- [p]Fixed an issue with Structure getting the wrong Wall variant when save/loading[/p]
- [p]Updated Guard Tower loading to properly spawn Tower Guards when construction is completed after being loaded from a save while still in the 'construction hologram' state[/p]
- [p]Combat Flare Save/Loads[/p]
- [p]Rally Points for clients Save/Load now (only if you're there at join time)[/p]
- [p]Adjusted Custom Game Options and the Options Widget to have a darkened background behind the 'hover tip info' section, to make it more readable[/p]
- [p]Fixed a bug where save/loading while a Skycrane was delivering a structure it would teleport back to the carrier and stay there[/p]
- [p]Call in system (Only MOAB, Gunship & Gas don't Save/Load)[/p]
- [p]Stun system[/p]
ποΈ Next CERC HQ β Livestream Details
[p]π When: Weekly Saturdays β 3 PM EST (New Time!)[/p][p]π¬ What is CERC HQ:[/p][p]Welcome to Cepheus Protocol HQ, your ultimate weekly briefing on all things Cepheus Protocol! Join the Halcyon Winds team as we explore the latest updates, reveal behind-the-scenes development stories, and answer community questions about the game. From exciting new features to design challenges, this is your all-access pass to the evolving world of Cepheus Protocol. Tune in every week and stay ahead of the outbreak![/p]- [p]Co-op Progress[/p]
- [p]Total Revamp based on Community Feedback[/p]
- [p]Level Design Updates[/p]
- [p]YouTube Livestream[/p]
- [p]Discord Server[/p]
- [p]Steam Page[/p]
- [p]YouTube VOD Playlist[/p]
- [p]Spotify Podcast Archive (VODs may take 24 hours to appear)[/p]