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The Battle of Half Moon Bay | Patch Notes 2025.10.13.6 - public-playtest

[h2]Current State of the Rebuild[/h2][p]A few times each week, our developers host public multiplayer sessions where we jump into the chaos ourselves—testing, refining, and showcasing the true state of the game. These sessions are open for everyone to join, chat, and experience the evolving sandbox that Cepheus Protocol Multiplayer and Singleplayer has become.[/p][h3]The Battle of Half Moon Bay[/h3][p]This particular session started with twelve players splitting into multiple fireteams, each setting up forward operating bases (FOBs) across the city. One team established their base in the center, another fortified the soccer field, while a third entrenched themselves near the construction site. Once Chelseys location was discovered, the teams coordinated to divide the map—back-capping the right side and containing her forces to the left.[/p][carousel][/carousel][p]The first major engagement came at the soccer field, where Chelseys infected army launched repeated assaults. Waves of brutes and juggernauts clashed against entrenched defenses while operators and RTS-controlled infantry fought street-to-street. When Chelsey shifted her focus toward the Bayfront Administration Center, the central fireteam held firm, repelling the push and stabilizing the front lines.[/p][p]Meanwhile, Moro’s team conducted daring hit-and-run strikes deep in infected territory—keeping Chelsey off balance and forcing her to defend on multiple fronts. A few close calls nearly broke our lines, but through coordinated air support and precision strikes, we turned the tide. Soon after, our combined forces launched a decisive counteroffensive that pushed her back to the import-export district.[/p][carousel][/carousel][h3]The Final Push[/h3][p]At the climax of the battle, Chelsey unleashed everything she had—massive infected hordes, explosive variants, and juggernauts charging the southern front. The push almost succeeded, but a quick call for reinforcements from Ford’s squad brought helicopters and operators roaring across the skyline. The ground units regrouped for a final unified assault, sweeping across the neighborhoods toward the lighthouse and satellite communications sectors.[/p][p]In a storm of gunfire, missiles, and chaos, we finally pushed Chelseys forces back into the sea—securing a hard-fought victory. The battle ended with every surviving player lined up across the pacified coastline for a well-earned group screenshot.[/p][p][/p][carousel][/carousel][h3]A Milestone Moment[/h3][p]This match marked one of our most successful multiplayer playtests yet—no crashes, minimal bugs, and over 90 minutes of pure, unscripted RTS/TPS mayhem. You can watch the full 1 hour and 28 minute playthrough below. Every week, sessions like this bring us closer to the vision of what Cepheus Protocol is meant to be: an RTS unlike anything else in the genre—alive, unpredictable, and built on the stories that emerge when real players face impossible odds together.[/p][p]Thank you for your continued support as we rebuild Cepheus Protocol from the ground up. Every match, every bug fix, and every chaotic moment helps shape the future of the game.[/p][p][dynamiclink][/dynamiclink][/p]
Patch Notes:
  • [p]HMB map adjustments and South TI progress[/p]
  • [p]Fixed Infected structures blocking Infected movement + spawning [/p]
  • [p]Reworked some ConstructionComponent/BuildingConstructionComponent.cpp code to make it less likely to crash under strain[/p]
  • [p]Added some more debugging for FM attack waves to help resolve some player reported issues[/p]
  • [p]Resolved Assertion failed: SessionInfo->SessionType == ESteamSession::AdvertisedSessionHost || SessionInfo->SessionType crash + another construction crash [/p]
  • [p]Fixing spamming jump before a map load crashing the server[/p]
  • [p]Decreased Shawnee pop cost to 5 and base price to 120k[/p]
  • [p]Fixed Blowup guy not applying damage correctly to himself when he explodes[/p]
  • [p]Increased Attack waves on day 0, [/p]
  • [p]Increased health of blowups guy to 600[/p]
  • [p]Speculative fix for crashing the host if you jump before going into a new map[/p]
  • [p]Adjusted all Juggernaut AI logic to better transition between states[/p]
  • [p]Reduced allied damage by blow up explosions by 90%[/p]
  • [p]Adjusted Gas tower radius vis for a slightly cleaner and more consistent look.[/p]
  • [p]More progress on AI improvements to try to deal with 'tricky' player base setups (not perfect yet but decent compromise for now)[/p]
  • [p]Minor adjustment to AOEMarker material to make visuals more consistent at larger scales.[/p]
  • [p]Added new rotor blur setup to Charon and Skycrane.[/p]
  • [p]First pass on 'CanMeleeReachAt' to also use some async queries for storing path length, and updating DistanceThreat calculations in UnitComponent to use that path-length data to make smarter decisions. Doesn't fix all situations but does perform noticeably better in a specific test map which 'tempts' units to go a really long pathway, resulting in 'zig-zagging' infected[/p]
  • [p]Added some more safeties to minmap camera movement so you cant spam click it to "glitch out of the map"[/p]
  • [p]More updating to AI 'can melee reach at', this time to use some caching (haven't added path-length check yet, optimizing function first) Another method to improve infected targeting[/p]
  • [p]Buffed juggernaut damage towards CERC structures and walls[/p]
  • [p]Gave spitters the same range as m4's, [/p]
  • [p]Added a Air range to Spitters so they can properly match helicopters[/p]
  • [p]Fixed an issue where units that were unarmed wouldn't initialize their proper fog of war sight range[/p]
  • [p]Fixed a bug where you could clip out of the map by clicking over the water or carrier on the minimap. [/p][p][/p]
[h2]How to Opt In[/h2][p]Here’s how to opt into the Cepheus Protocol public playtest on Steam:[/p]
  1. [p]Open Steam and go to your Library.[/p]
  2. [p]Right-click Cepheus Protocol and select Properties.[/p]
  3. [p]In the left panel, click on Betas.[/p]
  4. [p]From the dropdown menu, choose public-playtest.[/p]
  5. [p]Close the window. Steam will automatically begin downloading the playtest branch.[/p]
[p]Once the download is finished, you’ll be running the public playtest version.[/p][p][/p][p]Recap for those late to the party[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]
What’s Coming Next
[p]Immediate priorities are:[/p]
  • [p]Balancing the new Builder Drone and Juggernaut AI[/p]
  • [p]Wrapping helicopter polish (directed landings, pads, operator features, desync fixes)[/p]
  • [p]Fixing AI issues with enemy prioritization and tactical decisions[/p]
  • [p]Frequent bug fixes as we get reports[/p]
  • [p]Chelsey’s AI[/p]
  • [p]Juggernauts are undergoing testing at the moment[/p]
  • [p]Population Meter re-implemented at the bottom-left of the UI for tracking infection strength[/p]
[p]Once helicopters and AI stability are locked in, focus will shift to Custom Game Options so players can tune pacing and difficulty. Vehicle driving AI and pathfinding are next in line, but we may hold off depending on the volume and severity of bug reports.[/p][hr][/hr][h3]October Goals[/h3][p]We are aiming to flip the rebuild into the default experience by the Halloween Sale, with older versions still available as an opt-in. The exact timing will be based on stability, bug reports, and community feedback — our goal is to get as many people as possible playing on the rebuild once it’s ready.[/p][p]October priorities include:[/p]
  • [p]Implement the AJAX(HUMVEE) as a test bed for vehicle driving. Work with the community to establish a good "core" vehicle driving. After its "done" we start porting over all the wheeled vehicles and follow up with the Abrams and co.[/p]
  • [p]Extensive Bug hunts / Performance tweaks[/p]
  • [p]A save/load system for Pandemic[/p]
  • [p]Bay Area map updates: Treasure Island and Angel Island are under renovation, with rollout expected around Halloween. Stay tuned! We will aim to release this map in segments going into XMAS. Starting in stages[/p]
    1. [p]Treasure Island->[/p]
    2. [p]Angel & Alcatraz Island ->[/p]
    3. [p]San Francisco North[/p]
    [p][/p][carousel][/carousel]
[p]On top of these big-ticket items, there are many smaller details and fine-tuning tasks underway — some not listed here but discussed in recent CERC HQ broadcasts. October will be a mix of large features and constant iteration as we refine the fundamentals.[/p][hr][/hr]
🎧 Last Time on CERC HQ…
[p]Cepheus Protocol | CERC HQ | #69[/p][p]This week’s update is a no-holds-barred breakdown of Pandemic mode’s evolution, centered around the rebuild of Treasure Island and a total systems overhaul. Robert walks through the new layered rollout strategy for map expansion, beginning with a playable slice of Treasure Island set to launch around Halloween. With Unreal Engine 5’s precision fixes, the team can finally realize their original vision for a scalable, destructible, and immersive RTS battlefield.[/p][p]Level design gets serious upgrades, including foliage placement, bridge logic, and terrain verticality—while the devs debate whether to support multi-tiered underpasses for gameplay. On the AI side, huge strides are made in how infected evaluate targets, spread, and adapt to player fortifications. Pathfinding gets tighter, blowup enemies are rebalanced, and new debug systems give devs visibility into AI logic mid-match.[/p][p]Operators get more integration with RTS elements—riding helicopters, building structures, and coordinating in full co-op squads. Helicopter physics and weapon balance receive a full pass, alongside early work on ground vehicle deployment starting with the Ajax. Meanwhile, discussions begin on evolving infected variants and bringing dynamic civilian factions back with better AI direction systems.[/p][p]Chelsea’s overhaul is still coming. Juggernaut and Builder units continue to be tested. And yes, feedback from Discord and Steam is actively shaping next steps.[/p][hr][/hr][h2]🔥 Highlights[/h2]
  • [p]Treasure Island rebuild set for Halloween rollout with layered map expansion[/p]
  • [p]Fully revamped AI threat logic, pathfinding, and zone targeting[/p]
  • [p]Debate over under-bridge traversal and visibility in RTS gameplay[/p]
  • [p]Helicopter balancing complete: physics, flight feel, and weapon tuning[/p]
  • [p]Operators now ride, build, and interact deeply with RTS mechanics[/p]
  • [p]Juggernaut and Builder infected updated with smarter behaviors[/p]
  • [p]Upcoming work on vehicle AI, bridge destruction, and custom doctrines[/p]
  • [p]New debug tools help devs analyze AI decisions during play[/p]
  • [p]Feedback-driven dev cycle with live balance adjustments[/p]
  • [p]Community Q&A covers everything from faction AI to turtling tactics[/p]
[hr][/hr][h2]🛠️ Patch Preview[/h2][p]Expect nerfs to blowup units, tweaks to helicopter refueling, and tighter threat evaluation logic. The Ajax vehicle rollout begins soon, and feedback is requested for bridge logic, underpass use, and unit camera control. It’s shaping up fast—get ready to test hard and break things.[/p][hr][/hr][p][dynamiclink][/dynamiclink][/p]
🎙️ Next CERC HQ – Livestream Details
[p]🕔 When: Weekly Saturdays – 3 PM EST (New Time!)[/p][p]📺 Where to Watch:[/p][h3]💬 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]📺 Missed a Stream? No Worries![/h2]

Patch Notes 2025.10.11.1 - public-playtest

Current State of the Rebuild
[p]A few times each week, our developers host public play sessions where we record real gameplay to showcase the genuine state of the game. It’s a fun, open venue for players and fans to join us, talk about development, and enjoy the experience together.
[/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]
Patch Notes:
  • [p]Fixed infection response so they can trigger calls for help when helicopters attack units + infected structures, [/p]
  • [p]Fixed it so structures can request help now as well[/p]
  • [p]Speculative crashfix for UnbindFromAnimNotify_AbilityTrigger causing a crash if you fired a flre a helicopter and then get off before it ended. Safeties added to anim notify for ability system (including clearing the binding when unit swaps anim BPs)[/p]
  • [p]Various crash fixes[/p]
  • [p]Tweaked how constructing/repairing units path find to locations.Some polish is still needed to refine some edge cases for closed in areas.[/p]
  • [p]Fix for Turrets being treated as 'less threatening' than non-armed structures causing infected to ignore them sometimes[/p]
  • [p]Adjusted Infected rotation settings per Robert's request (so they can hit turrets better)[/p]
  • [p]Improvements to Threat logic to fix threat not properly generating when something has no threat limit[/p]
  • [p]Improved melee units to get extra threat towards injured structures[/p]
  • [p]Improved units to not get reduced threat towards armed structures (turrets)[/p]
  • [p]Vision Grid improvement to better enable units to 'see' Guard Towers (extra 'trace point' for checking against them) so infected can see these towers over non-see-thru walls. Units would ignore targets in certain key situations when say building a guard tower near a wall to shoot over it.[/p]
  • [p]Ported Blowup guy explosion to the ExplosiveDamageCheck system to make it more efficient. [/p]
  • [p]Fixed some Centroid issues that Krieg discovered during a discord playtest that makes it a lot more bulletproof for crazy complicated bases[/p]
  • [p]Fixed some Infected failing to melee sometimes under some conditions[/p]
  • [p]Fixed a client crash that would occur relating to the lack of the game state when a server was shutdown[/p]
  • [p]Fixed an issue where rubble CERC walls would fail to deregister sometimes from the fog of war system[/p]
  • [p]Fog of war system optimized on the server/offline side of things to be less strict about some distance checks between AI calcs[/p][p]Extra safeties to try to stop RTS HUD from remaining visible while in Operator mode[/p]
  • [p]Single row razor wire now has 350hp and cost 200 and double row has 650hp health and cost 400.[/p]
  • [p]Buffed the range of the shawnee weapons by 30% and damage by 20% [/p]
  • [p]Sparrow now has a 15% range buff and 10% damage buff.[/p]
  • [p]FFAR: increased projectile speed to 6500min to 13500max (was 4500-8000)[/p]
  • [p]MGL: explosion damage increased from 200 to 380. min damage 100 to 150[/p]
  • [p]Smaw: increased projectile speed to 8000min to 12000 max (used to be 2500)[/p]
  • [p]increased damage to jug by 5%[/p]
  • [p]Snipers: ranges increased by 10% to clearly out range ARs etc.[/p]
  • [p]Jug car throw: explosion radius lowered from 500 to 250[/p]
  • [p]Jug base melee: decreased unit damage slightly. still unforgiving but less likely to 1 shot operators.[/p]
  • [p]Fixed mgl crouch[/p]
  • [p]Buffer Juggernaut Range + Spitters. Jugs can throw the same range as the Helicopters now. Spiders can see helicopters at the same range but still have to enter the "range" of their spit. Blow up guys have reduced damage to allied units when exploding [/p]
  • [p]Applied crash fixes for Construction crash [/p]
  • [p]Gas towers now give 10k Pandemic ONLY[/p]
  • [p]Infection pods 3K Pandemic ONLY[/p]
  • [p]spine turrets 250 Pandemic ONLY[/p]
  • [p]Spitters 120 ->250 Pandemic ONLY[/p]
  • [p]Standard Infected 25->50 Pandemic ONLY[/p]
  • [p] Brute Infected 25->100 Pandemic ONLY[/p]
  • [p] Blowup Guy 76->170 Pandemic ONLY[/p]
[h2]How to Opt In[/h2][p]Here’s how to opt into the Cepheus Protocol public playtest on Steam:[/p]
  1. [p]Open Steam and go to your Library.[/p]
  2. [p]Right-click Cepheus Protocol and select Properties.[/p]
  3. [p]In the left panel, click on Betas.[/p]
  4. [p]From the dropdown menu, choose public-playtest.[/p]
  5. [p]Close the window. Steam will automatically begin downloading the playtest branch.[/p]
[p]Once the download is finished, you’ll be running the public playtest version.[/p][p][/p][p]Recap for those late to the party[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]
What’s Coming Next
[p]Immediate priorities are:[/p]
  • [p]Balancing the new Builder Drone and Juggernaut AI[/p]
  • [p]Wrapping helicopter polish (directed landings, pads, operator features, desync fixes)[/p]
  • [p]Fixing AI issues with enemy prioritization and tactical decisions[/p]
  • [p]Frequent bug fixes as we get reports[/p]
  • [p]Chelsey’s AI[/p]
  • [p]Juggernauts are undergoing testing at the moment[/p]
  • [p]Population Meter re-implemented at the bottom-left of the UI for tracking infection strength[/p]
[p]Once helicopters and AI stability are locked in, focus will shift to Custom Game Options so players can tune pacing and difficulty. Vehicle driving AI and pathfinding are next in line, but we may hold off depending on the volume and severity of bug reports.[/p][hr][/hr][h3]October Goals[/h3][p]We are aiming to flip the rebuild into the default experience by the Halloween Sale, with older versions still available as an opt-in. The exact timing will be based on stability, bug reports, and community feedback — our goal is to get as many people as possible playing on the rebuild once it’s ready.[/p][p]October priorities include:[/p]
  • [p]Implement the AJAX(HUMVEE) as a test bed for vehicle driving. Work with the community to establish a good "core" vehicle driving. After its "done" we start porting over all the wheeled vehicles and follow up with the Abrams and co.[/p]
  • [p]Extensive Bug hunts / Performance tweaks[/p]
  • [p]A save/load system for Pandemic[/p]
  • [p]Bay Area map updates: Treasure Island and Angel Island are under renovation, with rollout expected around Halloween. Stay tuned! We will aim to release this map in segments going into XMAS. Starting in stages[/p]
    1. [p]Treasure Island->[/p]
    2. [p]Angel & Alcatraz Island ->[/p]
    3. [p]San Francisco North[/p]
    [p][/p][carousel][/carousel]
[p]On top of these big-ticket items, there are many smaller details and fine-tuning tasks underway — some not listed here but discussed in recent CERC HQ broadcasts. October will be a mix of large features and constant iteration as we refine the fundamentals.[/p][hr][/hr]
🎧 Last Time on CERC HQ…
[p]Cepheus Protocol | CERC HQ | #69[/p][p]This week’s update is a no-holds-barred breakdown of Pandemic mode’s evolution, centered around the rebuild of Treasure Island and a total systems overhaul. Robert walks through the new layered rollout strategy for map expansion, beginning with a playable slice of Treasure Island set to launch around Halloween. With Unreal Engine 5’s precision fixes, the team can finally realize their original vision for a scalable, destructible, and immersive RTS battlefield.[/p][p]Level design gets serious upgrades, including foliage placement, bridge logic, and terrain verticality—while the devs debate whether to support multi-tiered underpasses for gameplay. On the AI side, huge strides are made in how infected evaluate targets, spread, and adapt to player fortifications. Pathfinding gets tighter, blowup enemies are rebalanced, and new debug systems give devs visibility into AI logic mid-match.[/p][p]Operators get more integration with RTS elements—riding helicopters, building structures, and coordinating in full co-op squads. Helicopter physics and weapon balance receive a full pass, alongside early work on ground vehicle deployment starting with the Ajax. Meanwhile, discussions begin on evolving infected variants and bringing dynamic civilian factions back with better AI direction systems.[/p][p]Chelsea’s overhaul is still coming. Juggernaut and Builder units continue to be tested. And yes, feedback from Discord and Steam is actively shaping next steps.[/p][hr][/hr][h2]🔥 Highlights[/h2]
  • [p]Treasure Island rebuild set for Halloween rollout with layered map expansion[/p]
  • [p]Fully revamped AI threat logic, pathfinding, and zone targeting[/p]
  • [p]Debate over under-bridge traversal and visibility in RTS gameplay[/p]
  • [p]Helicopter balancing complete: physics, flight feel, and weapon tuning[/p]
  • [p]Operators now ride, build, and interact deeply with RTS mechanics[/p]
  • [p]Juggernaut and Builder infected updated with smarter behaviors[/p]
  • [p]Upcoming work on vehicle AI, bridge destruction, and custom doctrines[/p]
  • [p]New debug tools help devs analyze AI decisions during play[/p]
  • [p]Feedback-driven dev cycle with live balance adjustments[/p]
  • [p]Community Q&A covers everything from faction AI to turtling tactics[/p]
[hr][/hr][h2]🛠️ Patch Preview[/h2][p]Expect nerfs to blowup units, tweaks to helicopter refueling, and tighter threat evaluation logic. The Ajax vehicle rollout begins soon, and feedback is requested for bridge logic, underpass use, and unit camera control. It’s shaping up fast—get ready to test hard and break things.[/p][hr][/hr][p][dynamiclink][/dynamiclink][/p]
🎙️ Next CERC HQ – Livestream Details
[p]🕔 When: Weekly Saturdays – 3 PM EST (New Time!)[/p][p]📺 Where to Watch:[/p][h3]💬 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]📺 Missed a Stream? No Worries![/h2]

Patch Notes 2025.10.10.1 - public-playtest

[h2]How to Opt In[/h2][p]Here’s how to opt into the Cepheus Protocol public playtest on Steam:[/p]
  1. [p]Open Steam and go to your Library.[/p]
  2. [p]Right-click Cepheus Protocol and select Properties.[/p]
  3. [p]In the left panel, click on Betas.[/p]
  4. [p]From the dropdown menu, choose public-playtest.[/p]
  5. [p]Close the window. Steam will automatically begin downloading the playtest branch.[/p]
[p]Once the download is finished, you’ll be running the public playtest version.[/p][p][/p][carousel][/carousel][p]Recap for those late to the party[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]
Patch Notes:
  • [p]Fixed construction bug where units wouldn't move sometimes when ordered to build. [/p]
  • [p]Further refinements to attack logic for roaming hordes[/p]
  • [p]Fixed up a ptr type in FOW system that would cause desyncs where client/host fog of war would fall out of sync randomly[/p]
  • [p]Updated mini health bar style for multi-unit details panel[/p]
  • [p]Improved some settings on 'overhead icon' billboard components for enemies[/p]
  • [p]MGL added to operator, has animation issues (noted, we are working on this!)[/p]
  • [p]Fixed the Hescos, Razer wires , Jersey dividers not being in lockstep with the new attack system requirements [/p]
  • [p]Fixed Operators not being mapped to the new CERC Query Filter system. Fixes Operators trying to walk through walls when in RTS mode [/p]
  • [p]Increased kill reward for pods of all types[/p]
  • [p]Fixed Gate structures initializing at settings that cause pathfinding issues[/p]
  • [p]Fixed Helicopters not triggering investigations/counter investigation parties [/p]
  • [p]Fixed it so structures can request investigation parties [/p]
What’s Coming Next
[p]Immediate priorities are:[/p]
  • [p]Balancing the new Builder Drone and Juggernaut AI[/p]
  • [p]Wrapping helicopter polish (directed landings, pads, operator features, desync fixes)[/p]
  • [p]Fixing AI issues with enemy prioritization and tactical decisions[/p]
  • [p]Frequent bug fixes as we get reports[/p]
  • [p]Chelsey’s AI[/p]
  • [p]Juggernauts are undergoing testing at the moment[/p]
  • [p]Population Meter re-implemented at the bottom-left of the UI for tracking infection strength[/p]
[p]Once helicopters and AI stability are locked in, focus will shift to Custom Game Options so players can tune pacing and difficulty. Vehicle driving AI and pathfinding are next in line, but we may hold off depending on the volume and severity of bug reports.[/p][hr][/hr][h3]October Goals[/h3][p]We are aiming to flip the rebuild into the default experience by the Halloween Sale, with older versions still available as an opt-in. The exact timing will be based on stability, bug reports, and community feedback — our goal is to get as many people as possible playing on the rebuild once it’s ready.[/p][p]October priorities include:[/p]
  • [p]Implement the AJAX(HUMVEE) as a test bed for vehicle driving. Work with the community to establish a good "core" vehicle driving. After its "done" we start porting over all the wheeled vehicles and follow up with the Abrams and co.[/p]
  • [p]Extensive Bug hunts / Performance tweaks[/p]
  • [p]A save/load system for Pandemic[/p]
  • [p]Bay Area map updates: Treasure Island and Angel Island are under renovation, with rollout expected around Halloween. Stay tuned! We will aim to release this map in segments going into XMAS. Starting in stages[/p]
    1. [p]Treasure Island->[/p]
    2. [p]Angel & Alcatraz Island ->[/p]
    3. [p]San Francisco North[/p]
    [p][/p][p][/p][p][/p][p][/p][p][/p]
[p]On top of these big-ticket items, there are many smaller details and fine-tuning tasks underway — some not listed here but discussed in recent CERC HQ broadcasts. October will be a mix of large features and constant iteration as we refine the fundamentals.[/p][hr][/hr][h3]Community[/h3][p]We had a great nine-player session on Discord right after the latest podcast, with everyone yelling, planning, and strategizing together. These sessions highlight how fun the rebuild already is — but they also expose glaring issues that we’re working hard to fix. We’re confident we’ll keep tackling them throughout October.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]
🎧 Last Time on CERC HQ…
[p]🎙️ Episode Summary: This week’s deep dive delivers a massive progress update on the overhaul of the Pandemic mode, featuring an all-out push to bring full replayability back online. Robert and Michael walk through newly added helicopters—including the Apache, Merlin, and Osprey—complete with functional weapons, revised helipad mechanics, and incoming fixes to air-to-ground UI and landing validation. The team shows off early AI behaviors, pathfinding improvements, and newly implemented features like the activity and build logs to combat co-op chaos and resource confusion.[/p][p]Combat takes center stage with the first public test of the revamped Juggernaut, now capable of throwing cars and pulling off AOE slams with increasing aggression. A new “Builder” infected enemy joins the battlefield, adding strategic depth as it constructs pods and gas towers. The episode also teases Chelsea’s major rework, aiming to elevate her from a static boss into a dynamic, phase-based threat with self-preservation instincts and map-traversing AI.[/p][p]Footstep systems are back, voice barks are live for better immersion, and the team is fine-tuning threat evaluation and helicopter pathfinding. Michael breaks down evolving unit balance, while the devs give a brutally honest look at the game’s current difficulty and why this weekend’s builds are not for the faint of heart.[/p][carousel][/carousel][p]As the team gears up for adding ground vehicles and save/load systems, they're clear: bugs are expected in the build they released today, feedback is welcome, and no, this is not final balance—yet. Its all a work in progress as we work to build all the systems back in.[/p][p]🔥 Highlights:[/p]
  • [p]New helicopters fully integrated with weapons, sounds, and visuals[/p]
  • [p]Juggernaut overhaul: car throws, ground slams, and rage phases[/p]
  • [p]Activity & build logs help curb co-op trolling[/p]
  • [p]First glimpse at the infected “Builder” unit[/p]
  • [p]Early talk on Chelsea’s rework: roaming, evolving boss AI[/p]
  • [p]Helicopter landing logic, visual bugs, and upcoming UI fixes[/p]
  • [p]Operator camera work, 2D/3D ability barks, and immersion tweaks[/p]
  • [p]Honest dev commentary on crunch, bugs, and upcoming patches[/p]
  • [p]Teased features: doctrines, save/load system, custom game rules[/p]
[p]🛠️ Patch Preview:
Expect increased helicopter counters, juggernaut fixes, and additional tuning in the next 48 hours. Playtesters: watch for bugs, share feedback, and prepare for a fight—Pandemic just got meaner.[/p][p][dynamiclink][/dynamiclink][/p]
🎙️ Next CERC HQ – Livestream Details
[p]🕔 When: Weekly Saturdays – 3 PM EST (New Time!)[/p][p]📺 Where to Watch:[/p][h3]💬 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]📺 Missed a Stream? No Worries![/h2]

Patch Notes 2025.10.9 - public-playtest

[h2]How to Opt In[/h2][p]Here’s how to opt into the Cepheus Protocol public playtest on Steam:[/p]
  1. [p]Open Steam and go to your Library.[/p]
  2. [p]Right-click Cepheus Protocol and select Properties.[/p]
  3. [p]In the left panel, click on Betas.[/p]
  4. [p]From the dropdown menu, choose public-playtest.[/p]
  5. [p]Close the window. Steam will automatically begin downloading the playtest branch.[/p]
[p]Once the download is finished, you’ll be running the public playtest version.[/p][p][/p][carousel][/carousel][p]Recap for those late to the party[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]
Patch Notes:
  • [p]Fixed Attack prioritization sometimes failing under certain base layouts[/p]
  • [p]Fixed CERC units failing to target/focus enemies sometimes after leaving a helicopter garrison. It would force units to oddly stare at weird directions and overall break combat[/p]
  • [p]Fixed a client crash when swapping maps[/p]
What’s Coming Next
[p]Immediate priorities are:[/p]
  • [p]Balancing the new Builder Drone and Juggernaut AI[/p]
  • [p]Wrapping helicopter polish (directed landings, pads, operator features, desync fixes)[/p]
  • [p]Fixing AI issues with enemy prioritization and tactical decisions[/p]
  • [p]Frequent bug fixes as we get reports[/p]
  • [p]Chelsey’s AI[/p]
  • [p]Juggernauts are undergoing testing at the moment[/p]
  • [p]Population Meter re-implemented at the bottom-left of the UI for tracking infection strength[/p]
[p]Once helicopters and AI stability are locked in, focus will shift to Custom Game Options so players can tune pacing and difficulty. Vehicle driving AI and pathfinding are next in line, but we may hold off depending on the volume and severity of bug reports.[/p][hr][/hr][h3]October Goals[/h3][p]We are aiming to flip the rebuild into the default experience by the Halloween Sale, with older versions still available as an opt-in. The exact timing will be based on stability, bug reports, and community feedback — our goal is to get as many people as possible playing on the rebuild once it’s ready.[/p][p]October priorities include:[/p]
  • [p]Implement the AJAX(HUMVEE) as a test bed for vehicle driving. Work with the community to establish a good "core" vehicle driving. After its "done" we start porting over all the wheeled vehicles and follow up with the Abrams and co.[/p]
  • [p]Extensive Bug hunts / Performance tweaks[/p]
  • [p]A save/load system for Pandemic[/p]
  • [p]Bay Area map updates: Treasure Island and Angel Island are under renovation, with rollout expected around Halloween. Stay tuned! We will aim to release this map in segments going into XMAS. Starting in stages[/p]
    1. [p]Treasure Island->[/p]
    2. [p]Angel & Alcatraz Island ->[/p]
    3. [p]San Francisco North[/p]
    [p][/p][p][/p][p][/p][p][/p][p][/p]
[p]On top of these big-ticket items, there are many smaller details and fine-tuning tasks underway — some not listed here but discussed in recent CERC HQ broadcasts. October will be a mix of large features and constant iteration as we refine the fundamentals.[/p][hr][/hr][h3]Community[/h3][p]We had a great nine-player session on Discord right after the latest podcast, with everyone yelling, planning, and strategizing together. These sessions highlight how fun the rebuild already is — but they also expose glaring issues that we’re working hard to fix. We’re confident we’ll keep tackling them throughout October.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]
🎧 Last Time on CERC HQ…
[p]🎙️ Episode Summary: This week’s deep dive delivers a massive progress update on the overhaul of the Pandemic mode, featuring an all-out push to bring full replayability back online. Robert and Michael walk through newly added helicopters—including the Apache, Merlin, and Osprey—complete with functional weapons, revised helipad mechanics, and incoming fixes to air-to-ground UI and landing validation. The team shows off early AI behaviors, pathfinding improvements, and newly implemented features like the activity and build logs to combat co-op chaos and resource confusion.[/p][p]Combat takes center stage with the first public test of the revamped Juggernaut, now capable of throwing cars and pulling off AOE slams with increasing aggression. A new “Builder” infected enemy joins the battlefield, adding strategic depth as it constructs pods and gas towers. The episode also teases Chelsea’s major rework, aiming to elevate her from a static boss into a dynamic, phase-based threat with self-preservation instincts and map-traversing AI.[/p][p]Footstep systems are back, voice barks are live for better immersion, and the team is fine-tuning threat evaluation and helicopter pathfinding. Michael breaks down evolving unit balance, while the devs give a brutally honest look at the game’s current difficulty and why this weekend’s builds are not for the faint of heart.[/p][carousel][/carousel][p]As the team gears up for adding ground vehicles and save/load systems, they're clear: bugs are expected in the build they released today, feedback is welcome, and no, this is not final balance—yet. Its all a work in progress as we work to build all the systems back in.[/p][p]🔥 Highlights:[/p]
  • [p]New helicopters fully integrated with weapons, sounds, and visuals[/p]
  • [p]Juggernaut overhaul: car throws, ground slams, and rage phases[/p]
  • [p]Activity & build logs help curb co-op trolling[/p]
  • [p]First glimpse at the infected “Builder” unit[/p]
  • [p]Early talk on Chelsea’s rework: roaming, evolving boss AI[/p]
  • [p]Helicopter landing logic, visual bugs, and upcoming UI fixes[/p]
  • [p]Operator camera work, 2D/3D ability barks, and immersion tweaks[/p]
  • [p]Honest dev commentary on crunch, bugs, and upcoming patches[/p]
  • [p]Teased features: doctrines, save/load system, custom game rules[/p]
[p]🛠️ Patch Preview:
Expect increased helicopter counters, juggernaut fixes, and additional tuning in the next 48 hours. Playtesters: watch for bugs, share feedback, and prepare for a fight—Pandemic just got meaner.[/p][p][dynamiclink][/dynamiclink][/p]
🎙️ Next CERC HQ – Livestream Details
[p]🕔 When: Weekly Saturdays – 3 PM EST (New Time!)[/p][p]📺 Where to Watch:[/p][h3]💬 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]📺 Missed a Stream? No Worries![/h2]

Patch Notes 2025.09.5.3 - public-playtest

[h2]How to Opt In[/h2][p]Here’s how to opt into the Cepheus Protocol public playtest on Steam:[/p]
  1. [p]Open Steam and go to your Library.[/p]
  2. [p]Right-click Cepheus Protocol and select Properties.[/p]
  3. [p]In the left panel, click on Betas.[/p]
  4. [p]From the dropdown menu, choose public-playtest.[/p]
  5. [p]Close the window. Steam will automatically begin downloading the playtest branch.[/p]
[p]Once the download is finished, you’ll be running the public playtest version.[/p][p][/p][carousel][/carousel][p]Recap for those late to the party[/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]
Patch Notes:
  • [p]Gas Towers[/p]
    1. [p]Now request Defense Pods as needed[/p]
    2. [p]Fixed Oxygen meters not refilling sometimes[/p]
    3. [p]Fixed a Delay that would occur after a Gas zone would pop causing Oxygen regen to be delayed as well[/p]
  • [p]All Flight models for Helicopters[/p]
    1. [p]Flight physics tweaked for realism[/p]
    2. [p]Speed, Acceleration improvements [/p]
    3. [p]Fixed issues where they would micro move to close move orders[/p]
  • [p]Added 2 SOCS to HMB Pandemic [/p]
  • [p]Infection Spreading for Inner/Outer zone reduced by 70%.[/p]
    1. [p]This now scales up by the day. So they will spend Day 1 mostly staying to themselves unless you try to "bully them". [/p]
    2. [p]Over days their spreading will cascade and increase in pace. Tied to the amount of pods that are in a zone + current population in that zone. It takes much longer to infect larger pools of population now via the revamped systems.[/p]
    3. [p]New Zone Card System implemented akin to legacy[/p]
    4. [p]Infection Level now displays the current amount of infected presence in your zone. [/p]
    5. [p]Infection Cap per Zone[/p]
      • [p]Each pod contributes up to 20% Infection Level in the zone it’s placed.[/p]
      • [p]Infection stacks per structure, up to a hard cap of 100%.[/p]
      [p]Examples:[/p]
      • [p]1 pod → 20% infection[/p]
      • [p]2 pods → 40% infection[/p]
      • [p]3 pods → 60% infection[/p]
      • [p]4 pods → 80% infection[/p]
      • [p]5 pods → 100% infection (zone fully infected)[/p]
      [p]The increase doesn’t happen instantly — pods ramp up over time, giving you a chance to intervene before they max out their effect.[/p][hr][/hr][h3]SOC Income Impact[/h3][p]As zones become infected, your SOC income is reduced proportionally.[/p]
      • [p]At 100% infection, a zone is essentially choked out, providing nothing.[/p]
      [hr][/hr][h3]Population Drain[/h3][p]Infected pods also tick away at the civilian population inside the zone.[/p]
      • [p]The higher the infection, the faster people are lost.[/p]
      • [p]Left unchecked, pods will snowball, draining both resources and population until the zone collapses.[/p]
      [hr][/hr][h3]A Strategic Layer (Legacy Connection)[/h3][p]This system returns from Legacy to create a deeper layer of zone management:[/p]
      • [p]Hunt pods quickly to preserve your economy and population.[/p]
      • [p]Ignore them, and infection will spread until your zones become unsustainable.[/p]
      [p][/p]
  • [p]Juggernauts are now limited by max amount per day. (Will be configurable when we get to implementing the custom game options with a few other options!) [/p]
    1. [p]They start with a very low chance of 1 on Day 1[/p]
    2. [p]This number increases per day[/p]
  • [p]Hardened the attacking logic to resolve an issue where Attack waves couldn't resolve a base to attack[/p]
  • [p]Fixed Activity logs sometimes showing "unknown" when playing online.[/p]
  • [p]Fixed Operator falling making units play Stun VFX[/p]
  • [p]Fixed Rubble assets not being deregistered from a zone causing the Infected to still think your base was never destroyed in assigning attack tasks from the Infected Faction Manager. Fixed another instance of Attack waves failing.[/p]
  • [p]Buff fn_evolys damage from 30 to 38. ggs[/p]
  • [p]Buffed flamethrower[/p]
  • [p]Applied crash fix speculative for https://discord.com/channels/469412014427602944/1425567404729303100/1425628502039859312[/p]
  • [p]Increased Chelsey's health to 32767, [/p]
  • [p]Increased juggs health to 22000. [/p]
  • [p]Lowered Juggernaut damage taken by turrest to the jug by 50%[/p]
  • [p]Juggernaut Focus logic vastly improved. Some refinement is still needed for transitions from throwing a car to moving. We are still working to finalize his AI and work out the remaining kinks[/p][p][dynamiclink][/dynamiclink]Also apparently watch out for flying cars...[/p][p][dynamiclink][/dynamiclink][/p]
  • [p]Fixed unit groups not working after a changed to toggle landscape using the same keybind[/p]
  • [p]Hardened some Async task safeties for seamless travel crashes [/p]
  • [p]Fixes for Merlin mesh/LOD.[/p]
  • [p]Fixed right-click move orders to properly work onboard the Carrier using the above (also fixes helicopter landing orders on the Carrier)[/p]
  • [p]Made LHA6 support Ammo, Medical, Gas & Infection resupply like in legacy https://discord.com/channels/469412014427602944/1328461311599968318/1425399843039215676[/p]
  • [p]Fixed player list showing up when in offline mode[/p]
  • [p]Korean, Spanish, Russian, Japanese, Brazilian, Chinese, German, French Localizations updated[/p]
  • [p]Fixed Infection faction manager shutting off after Chelsey dies [/p]
  • [p]Added Operator Crouch recoil reduction https://discord.com/channels/469412014427602944/1328461311599968318/1425369915900170271[/p]
  • [p]Toggle landscape added to build mode + key bind widget added to game from legacy[/p]
  • [p]Fixed operator Interact appearing in a weird section on the input bindings UI [/p]
  • [p]Speculative fix to resolve https://discord.com/channels/469412014427602944/1422444492191039529/1422444492191039529[/p]
  • [p]Updated some nav bounds volumes to resolve an issue with helicopter nav on the upper part of HMB Pandemic. Fixes the issue was talked about last CERC HQ on Saturday! [/p]
  • [p]Fixed activity log not always updating to the on screen feed , lowered juggernaut max amounts by day [/p]
  • [p]Applied speculative crash fixes to https://discord.com/channels/469412014427602944/1424797918950457404/1424797918950457404[/p]
  • [p]Applied crash fix for https://discord.com/channels/469412014427602944/1424762384500789448/1424762384500789448[/p]
  • [p]Applied crash fix for hhttps://discord.com/channels/469412014427602944/1424711489016692818/1424711489016692818[/p]
  • [p]Increased min build radius that defense pods are placed from all infected structures[/p]
  • [p]Added Juggernaut spawn limiters + fixed a gas tower expansion bug that limited their growth unfairly as days went on [/p]
  • [p]Updated Shawnee SK setup. Added Rotor blur setup and Pitch/Roll for better physics sim[/p]
  • [p]Speculative fixes for fixing Chesley when she can sometime phases through objects breaking the early Pandemic game mode [/p]
  • [p]Fix to resolve juggernauts sometimes spawning in the floor [/p]
  • [p]Updated Helicopter 'throttle usage when under AI control' to be more aggressive at low speeds - should result in far fewer situations where the helicopters move 'ultra slow' to fine-tune their position (such as if they were given a move command that's very close to their current location, which can happen when fastroping)[/p]
  • [p]Fixed Drone not rotating correctly when attacking/chasing targets [/p]
  • [p]Fixed Drone being able to leech blood through walls/objects [/p]
  • [p]Fixed Drone being able to move while leeching blood[/p][p][/p]
  • [p]Set up new Rotor blur on Osprey, Sparrow, Merlin.[/p]
  • [p]Minor VFX fixes[/p]
  • [p]Fixed Material Quality settings not going above High.[/p]
  • [p]Shawnee speed balance & sparrow overhaul balance/speed[/p]
  • [p]Decreased Drone Builder health to 1500 from 4000[/p]
  • [p]Speculative safety for Weapon_Base crash[/p]
  • [p]Fixed SOCs and some structurers being blocked by bogus volumes[/p]
  • [p]Pandemic starting money is 30k now[/p]
  • [p]Updated Faction Manager for infected build counter rotation for new CERC Units. Counter waves in the city outside attacks are more effective [/p]
[p][/p]
What’s Coming Next
[p]Immediate priorities are:[/p]
  • [p]Balancing the new Builder Drone and Juggernaut AI[/p]
  • [p]Wrapping helicopter polish (directed landings, pads, operator features, desync fixes)[/p]
  • [p]Fixing AI issues with enemy prioritization and tactical decisions[/p]
  • [p]Frequent bug fixes as we get reports[/p]
  • [p]Chelsey’s AI[/p]
  • [p]Juggernauts are undergoing testing at the moment[/p]
  • [p]Population Meter re-implemented at the bottom-left of the UI for tracking infection strength[/p]
[p]Once helicopters and AI stability are locked in, focus will shift to Custom Game Options so players can tune pacing and difficulty. Vehicle driving AI and pathfinding are next in line, but we may hold off depending on the volume and severity of bug reports.[/p][hr][/hr][h3]October Goals[/h3][p]We are aiming to flip the rebuild into the default experience by the Halloween Sale, with older versions still available as an opt-in. The exact timing will be based on stability, bug reports, and community feedback — our goal is to get as many people as possible playing on the rebuild once it’s ready.[/p][p]October priorities include:[/p]
  • [p]Implement the AJAX(HUMVEE) as a test bed for vehicle driving. Work with the community to establish a good "core" vehicle driving. After its "done" we start porting over all the wheeled vehicles and follow up with the Abrams and co.[/p]
  • [p]Extensive Bug hunts / Performance tweaks[/p]
  • [p]A save/load system for Pandemic[/p]
  • [p]Bay Area map updates: Treasure Island and Angel Island are under renovation, with rollout expected around Halloween. Stay tuned! We will aim to release this map in segments going into XMAS. Starting in stages[/p]
    1. [p]Treasure Island->[/p]
    2. [p]Angel & Alcatraz Island ->[/p]
    3. [p]San Francisco North[/p]
    [p][/p][p][/p][p][/p][p][/p][p][/p]
[p]On top of these big-ticket items, there are many smaller details and fine-tuning tasks underway — some not listed here but discussed in recent CERC HQ broadcasts. October will be a mix of large features and constant iteration as we refine the fundamentals.[/p][hr][/hr][h3]Community[/h3][p]We had a great nine-player session on Discord right after the latest podcast, with everyone yelling, planning, and strategizing together. These sessions highlight how fun the rebuild already is — but they also expose glaring issues that we’re working hard to fix. We’re confident we’ll keep tackling them throughout October.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]
🎧 Last Time on CERC HQ…
[p]🎙️ Episode Summary: This week’s deep dive delivers a massive progress update on the overhaul of the Pandemic mode, featuring an all-out push to bring full replayability back online. Robert and Michael walk through newly added helicopters—including the Apache, Merlin, and Osprey—complete with functional weapons, revised helipad mechanics, and incoming fixes to air-to-ground UI and landing validation. The team shows off early AI behaviors, pathfinding improvements, and newly implemented features like the activity and build logs to combat co-op chaos and resource confusion.[/p][p]Combat takes center stage with the first public test of the revamped Juggernaut, now capable of throwing cars and pulling off AOE slams with increasing aggression. A new “Builder” infected enemy joins the battlefield, adding strategic depth as it constructs pods and gas towers. The episode also teases Chelsea’s major rework, aiming to elevate her from a static boss into a dynamic, phase-based threat with self-preservation instincts and map-traversing AI.[/p][p]Footstep systems are back, voice barks are live for better immersion, and the team is fine-tuning threat evaluation and helicopter pathfinding. Michael breaks down evolving unit balance, while the devs give a brutally honest look at the game’s current difficulty and why this weekend’s builds are not for the faint of heart.[/p][carousel][/carousel][p]As the team gears up for adding ground vehicles and save/load systems, they're clear: bugs are expected in the build they released today, feedback is welcome, and no, this is not final balance—yet. Its all a work in progress as we work to build all the systems back in.[/p][p]🔥 Highlights:[/p]
  • [p]New helicopters fully integrated with weapons, sounds, and visuals[/p]
  • [p]Juggernaut overhaul: car throws, ground slams, and rage phases[/p]
  • [p]Activity & build logs help curb co-op trolling[/p]
  • [p]First glimpse at the infected “Builder” unit[/p]
  • [p]Early talk on Chelsea’s rework: roaming, evolving boss AI[/p]
  • [p]Helicopter landing logic, visual bugs, and upcoming UI fixes[/p]
  • [p]Operator camera work, 2D/3D ability barks, and immersion tweaks[/p]
  • [p]Honest dev commentary on crunch, bugs, and upcoming patches[/p]
  • [p]Teased features: doctrines, save/load system, custom game rules[/p]
[p]🛠️ Patch Preview:
Expect increased helicopter counters, juggernaut fixes, and additional tuning in the next 48 hours. Playtesters: watch for bugs, share feedback, and prepare for a fight—Pandemic just got meaner.[/p][p][dynamiclink][/dynamiclink][/p]
🎙️ Next CERC HQ – Livestream Details
[p]🕔 When: Weekly Saturdays – 3 PM EST (New Time!)[/p][p]📺 Where to Watch:[/p][h3]💬 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]📺 Missed a Stream? No Worries![/h2]