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Cepheus Protocol News

2025.2.7 Update: Pandemic Saves, Rehostable Co-op, Rebuild Proof

[h2]Developer Update This Week[/h2][p]This week was about momentum and payoff.[/p][p]Coming straight off the Doctrines release, we were able to get a workable first pass of Pandemic saves running within about a week. That speed is a direct result of the rebuild work done throughout 2025. The foundation now allows us to ship meaningful systems quickly, efficiently, and without destabilizing the game.[/p][p]Pandemic saves are built around a unified authoritative world state. That is what allows:[/p]
  • [p]Starting a run solo and continuing it later with friends[/p]
  • [p]Starting a run with friends and continuing it solo[/p]
[p]The system is currently exposed through a console command while we finalize the UI and finish expanding save coverage. Over the next several days we will be focused on:[/p]
  • [p]Finalizing transient object save support[/p]
  • [p]Hunting down any remaining edge cases[/p]
  • [p]Polishing the user facing flow before making this fully accessible[/p]
[p]We want you to push it. Try weird scenarios. Start solo, bring friends in later. Start co-op, finish it solo. That feedback is exactly what helps us lock this in properly.[/p][p]Thanks again for the collaboration we have had with our community. You guys are the best, and we cannot wait to show you what else we have planned going into mid-February through the end of February for Civilian Evacuation. [/p][p]We will be hosting a live stream and announcing it one week out, so keep an eye on Steam and our Discord for the latest.[/p][h3]Operator Weapons[/h3][p]More weapons will be dropping for the RTS/TPS operators at 1-2 a week for February as we work to fill out his toolset! There are currently 20 weapons planned for the base release.[/p][p]Next up is the P90 which you'll get next week![/p][p]This patch added a new LMG weapon for Operators called the HCAR.[/p][p]New Operator Skin for Honzo Lee called Urban[/p][h2]Patch Notes[/h2]
  • [p]Added an initial console command based Pandemic save and load system[/p]
    • [p]This is a functional first pass so you can start saving runs immediately. A full UI based save system, similar to Legacy, is in progress and will replace this over the next few days going into early next week.[/p]
    • [p]Commands (single word): [c]savegame[/c] and [c]loadgame[/c][/p]
      • [p]Examples:[/p]
        • [p]Save: [c]savegame Test1[/c][/p]
        • [p]Load: [c]loadgame Test1[/c][/p]
    • [p]Host only rules:[/p]
      • [p]Only the host can save. Clients cannot save.[/p]
      • [p]Only the host can load. Clients cannot load.[/p]
    • [p]Where loading works:[/p]
      • [p]Co-op: the host must return to the hub first, then run [c]loadgame[/c] from the hub. If you try to load while still in a map with other players connected, nothing will happen. This is not a bug.[/p]
      • [p]Offline: you can load a save at any time from any map.[/p]
    • [p]The save system also makes it easier to resume sessions and rehost lobbies later, including kicking players, changing passwords, and maintaining more control over your sessions.[/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]Current priority list:[/p]
  • [p]Mortars: rounds in flight and pending impacts[/p]
  • [p]Airstrikes: active strike projectiles and queued strike events[/p]
  • [p]Grenades: thrown explosives mid air or mid fuse[/p]
  • [p]Flares: active flares and deployed effects[/p]
[p]These cases are actively being worked on, with fixes targeted for early next week.[/p]
  • [p]Material fix for generic glass translucent one sided and two sided instances on the hub[/p]
  • [p]Fixed TOW missile overshoot. If it loses target or overshoots, it now steers into the ground and explodes.[/p]
  • [p]TI Road navigation adjustments in the police station so they are less likely to use it for cross level transits [/p]
  • [p]Reduced intensity of AOE markers in Nightvision so its not as blinding[/p]
  • [p]HCAR LMG added to the Operator[/p]
  • [p]Clamped Gunsmith viewer input to reduce rotation flipping with fast mouse movement.[/p]
  • [p]HCAR added for the Operator. Tuned weapon XP for all live weapons.[/p]
  • [p]Shawnee nerf and Sparrow nerf, but buffed rocket pod damage.[/p]
  • [p]A10 gun run blast radius tweaked to better match AOE.[/p]
  • [p]Set RAM damage type so it barely damages Chelsey[/p]
  • [p]Nerfed C4 damage against CERC buildings.[/p]
  • [p]Updated TI marsh and park water to a static mesh setup instead of water components. to resolve the issue where it disappears sometimes[/p]
  • [p]Updated main menu to do and news ticker to latest to do's[/p]
  • [p]Changed networking settings to use Steam Sockets backend instead of the legacy method.[/p]
  • [p]Fixed achievements not working in the rebuild[/p]
  • [p]Lowered the gas tower growth rate by 1/3[/p]
  • [p]Fixed LOD issues on Honzo [/p]
  • [p]Moved pilot mesh glowstick location on Operator skin[/p]
  • [p]Reduced money on kill for certain infected types[/p]
  • [p]Added Patrol and Attack Move support to vehicles.[/p]
  • [p]Fixed a bug where units sometimes did not stop properly in Patrol or Attack Move when they saw an enemy.[/p]
  • [p]Fixed a case where BaseFilter GetCopy could crash on certain formation orders.[/p]
  • [p]Fixed Guard tower and per zone limits breaking on low quality internet connections or after you crashed and tried to reconnect[/p]
  • [p]Fixed up some issues with gates reporting the wrong state color when built in zones with no power.[/p]
  • [p]Fixed a client bug where sometimes you could buy items for free[/p]
  • [p]Fixed a client bug where you couldn't open the doctrines window[/p]
  • [p]Network traffic optimizations for all units[/p]
  • [p]Ironed out camera zooming to be more graceful and less janky.[/p]
  • [p]Made zooming in at high camera heights faster.[/p]
  • [p]Added in a major change to how vehicle AI operate for medium to long move orders where they no longer destroy objects and are only allowed to use roads/dirt. If they knock something over its completely on accident now. Example[/p]
  • [p]Fixed units fixating on units in vision range but not weapon range. This caused sometimes units to malfunction and stop shooting[/p]
  • [p]Construction sites on HMB and TI have been revamped to improve pathing so infected can reach them and vice versa.[/p]
  • [p]Half Moon bay horde rush now properly blocks helicopters from going out of bounds[/p]
  • [p]Fixed HMB issue where units sometimes caused multiple fences to go flying[/p]
  • [p]Fixed crash on Base Character UpdateThreatLevel.[/p]
  • [p]Fixed achievement bug for cache failing to resolve to Steam backend.[/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]
🎙️ 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]

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]
  • [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]
[hr][/hr][p]Performance + Stability[/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]
[hr][/hr][p]Airstrikes + Call-In System[/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]Juggernaut + Special Infected Fixes[/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]Doctrines UI + Progression[/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]Economy + Balance Adjustments[/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][/p][p][/p]
  • [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][/p]
[p]Weapons + Combat Updates[/p]
  • [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][/p]
[hr][/hr][p]Visual + Audio Updates[/p]
  • [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]Camo + Cosmetic Systems[/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][/p]
[p]Quality of Life + Restrictions[/p]
  • [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]Calypso is under going a revamp and is removed from the rotation for the next week [/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]
[p]Very still W.I.P we expect to readd this map sometime next week![/p][carousel][/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][/carousel][hr][/hr]
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]
[p]This is the foundation going into February.[/p][hr][/hr]
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]There was no real ladder.[/p][p]No structured tempo.[/p][p]No meaningful progression loop.[/p][p]That is now fundamentally changing.[/p][p]Doctrines are the backbone for:[/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]
[p]The rebuild was the restart.[/p][p]Doctrines are the actual game structure being rebuilt on top of it.[/p][hr][/hr]
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]
[p]This is how the game becomes sustainable long-term.[/p][hr][/hr]
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]
[hr][/hr]
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]Example:[/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]
[p]The intent is stacked modifiers and long-term strategy.[/p][p]Not instant power spikes.[/p][hr][/hr]
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]
[h3]Ammo Reserves by Unit Type[/h3][p]Upgrades are split by:[/p]
  • [p]Infantry[/p]
  • [p]Vehicles[/p]
  • [p]Helicopters[/p]
[h3]Gas Efficiency Scaling[/h3][p]Doctrines improve how much gas units can hold by type.[/p][p]This directly supports longer operations and late-game pacing.[/p][h3]Unlocks and Progression[/h3][p]Doctrines now govern unlock structure for:[/p]
  • [p]Weapons[/p]
  • [p]Abilities[/p]
  • [p]Classes[/p]
  • [p]Airstrikes[/p]
[p]This is the system that finally allows progression tempo to exist in Rebuild.[/p][p]You should not be rushing Abrams, Bradley, MLRS, or other endgame tools immediately anymore.[/p][hr][/hr]
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]Key details:[/p]
  • [p]High energy cost[/p]
  • [p]High upfront money cost[/p]
  • [p]Up to 10 globally[/p]
[p]This is designed to reward strategic buildup, not just frontline farming.[/p][hr][/hr]
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]
[p]Some placeholder icons may still exist briefly while final assets are swapped in over the next couple of days.[/p][hr][/hr][hr][/hr]
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]
[p]This weekend is where we gather that data in real sessions.[/p][p]This is how the system becomes solid.[/p][hr][/hr]
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]
[p]The goal is that players can shape the experience:[/p][p]Hardcore tactical progression, or relaxed sandbox apocalypse.[/p][p]Both are valid.[/p][p]We want Cepheus Protocol to accommodate the full range.[/p][hr][/hr]
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]
[h3]What we’re building for Cepheus Protocol[/h3][p]Our goal is to let you treat a session like a real campaign that can move between offline and online play.[/p][p]The intended flow is:[/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]This is built specifically for co-op groups who cannot always start and finish a long session in one sitting.[/p][h3]What this enables long-term[/h3]
  • [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]
[hr][/hr]
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]
[p]And tell us directly:[/p][p]What do you love?[/p][p]What do you hate?[/p][p]What feels wrong?[/p][p]What feels right?[/p][p]This feedback is massive right now because this is the foundation the entire game scales around going into February.[/p][hr][/hr]
Forward Timeline
[p]This Weekend[/p]
  • [p]Doctrine release testing[/p]
  • [p]Balance feedback collection[/p]
  • [p]Data gathering[/p]
[p]Monday to Tuesday[/p]
  • [p]Doctrine UI finalized[/p]
  • [p]Placeholder elements replaced[/p]
[p]Tuesday to Wednesday[/p]
  • [p]Save system rollout[/p]
[p]Following Weeks[/p]
  • [p]Bug fixing[/p]
  • [p]Quality of life[/p]
  • [p]Operator polish[/p]
  • [p]Civilian Evac groundwork[/p]
[p]Mid February:[/p]
  • [p]Livestream covering Civilian Evacuation direction and next-stage expansion[/p]
[hr][/hr]
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]
[p]Thank you again for the overwhelming support lately.[/p][p]Together, we are building something truly remarkable in Cepheus Protocol[/p]

Doctrine Preview on Experimental This Weekend (Dev Report Friday)

[p]Alright everyone, quick report based off Friday in terms of what’s going on.[/p][p]We’re releasing an early preview of some of the Doctrine changes on Experimental going into this weekend, and I highly recommend people jump in and try it out.[/p][p]This is an early drop to let you guys test the mechanics early, find issues, and help us validate performance before the UI goes live.[/p][p][/p][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][p][/p][p][/p][hr][/hr][h2]🔥 What’s Included in This Experimental Preview[/h2][p]This build adds:[/p][h3]Engineer[/h3]
  • [p]Turret pets are back and better then ever! (the little deployable turrets from legacy)[/p]
    • [p]Can only be built by Engineers and self destruct when their ammo hits 0. [/p]
  • [p]Deposable and meant for a quick "shore" up while backup is on the way.[/p][p]
    [/p]
[h3]Radio Man Expansion / Airstrike System[/h3][p]Communications Tower lets you call in airstrikes remotely through your Radio Operator or Command Truck. Operators will gain access to this in the next few days via a new perk.[/p][p]Relay Nodes are buildable field extenders made only by the Radioman, designed to be placed in forward positions to expand your strike network.[/p][p]Airstrikes are now directly tied to your airstrike logistics units:[/p]
  • [p]Radio Operator is built from the Barracks[/p]
  • [p]Command Truck is built from the Motor Pool[/p]
[p]These units are your logistics managers for strikes. They can call in airstrikes anywhere you have Influence, which is defined as the AOE coverage from your base network and any extenders you have deployed. Their call in range is more limited while they are moving.[/p][p]To expand coverage into the field, you can place Relay Nodes as small, hideable forward structures. On top of that, you can build a Radar Tower at your base to enable remote support and airstrikes through your Radio Operators and Command Trucks. The goal is a connected, expanding network that behaves like mobile coverage, pushing your airstrike reach forward as you take ground.[/p][p][/p]
  • [p]Thunderbolt Bombing + Gun run is in[/p]
[p][/p]
  • [p]MOAB Bomb is in[/p][p][/p]
  • [p]White phosphorus airstrike is in
    [/p]
  • [p]AC130 Dragon Gunship is in![/p][p][/p]
  • [p]Direct Strike is in[/p][p][/p]
  • [p]Ammo Box drop & Large Ammo Box drop is in[/p]
  • [p]Gas airstrike coming Sunday / Monday[/p]
  • [p]Effective range you can call in airstrikes are reduced by half when moving![/p][p][/p]
[h3]Assault[/h3]
  • [p]M203 ability[/p][p][/p]
[h3]Spec Ops[/h3]
  • [p]Demo Charge (throwable, very direct AoE blast)
    [/p][p][/p]
[h3]Vehicles[/h3]
  • [p]Bradley TOW[/p][p][/p]
[p][/p][h2] In Depth Patch Notes[/h2][h3]Pandemic Economy + Resupply Balance[/h3]
  • [p]Increased starting cash from 30k to 50k for Pandemic[/p]
  • [p]Adjusted cost of vehicle weapons[/p]
  • [p]Stray Ember is disabled for a week while we address really bad pathing issues in that map[/p]
  • [p]MLRS now costs 350 less to resupply[/p]
  • [p]Cerberus, Abrams, TOWs, and Mortars are 20% more expensive to resupply to account for recent buffs[/p]
  • [p]Increased money-on-kill for:[/p]
    • [p]Police Infected[/p]
    • [p]SWAT[/p]
    • [p]Military Officer[/p]
    • [p]Blowup Guy[/p]
[hr][/hr][h3]FX + Visual Updates[/h3]
  • [p]Updated MOAB FX[/p]
  • [p]Removed Christmas lights from Gas Tower[/p]
  • [p]Updated Gate preview meshes and UI icons[/p]
  • [p]Fixed various incorrect UI icons[/p]
  • [p]Added placeholder airstrike icons from legacy[/p]
  • [p]Added UI icons for Dragon Gunship weapons[/p]
  • [p]Updated Gunship AOE visualization[/p]
  • [p]Fixed Airstrikes visual stacking bug[/p]
  • [p]Fixed an issue where Airstrike visibility was getting culled only in gameplay maps[/p]
[hr][/hr][h3]Resupply System Improvements[/h3]
  • [p]Fixed Resupply logic that would block high cost weapons/bullets and only supply primary weapons[/p]
  • [p]Motor Pool now supplies helicopters fully[/p]
  • [p]Added [c]bSupplyTooLow[/c] to [c]ResupplyComponent[/c] to allow resupply attempts even when Supply has not hit zero, if a resupply attempt failed due to being too expensive (example: MLRS)[/p]
  • [p]Minor cleanup to supply math[/p]
[hr][/hr][h3]Armory + Map Containment Fixes[/h3]
  • [p]Made amendments to the Armoury so users could not jump out like people in abandoned parkour videos on YouTube[/p]
  • [p]Ammo box readded to Hub with new mesh[/p]
[hr][/hr][h3]Gates + Fortifications[/h3]
  • [p]Crash fix: gates being destroyed while closing could cause a crash[/p]
  • [p]Fixed infantry gate offset[/p]
  • [p]Adjusted razor wire collision[/p]
[hr][/hr][h3]UI + Gameplay Presentation[/h3]
  • [p]Added it so screen messages are hidden by default[/p]
  • [p]Fixed various incorrect UI icons[/p]
  • [p]Minor UI fixes[/p]
  • [p]Fix for Custom Unit Settings not saving latest changes if you hit Return to Game while customizing an enemy[/p]
[hr][/hr][h3]Debug Cleanup[/h3]
  • [p]Wrapped FormationActor debug sphere call behind a debug bool (should stop magenta spheres for helicopter stuff)[/p]
  • [p]Locked HelicopterMovement landing debug sphere behind a debug bool so it will not show up in regular gameplay[/p]
[hr][/hr][h3]Vehicle Weapon + Damage Pass[/h3]
  • [p]Fixed Abrams CROWS metadata so it attaches properly to the main cannon instead of the root body[/p]
  • [p]Improved damage for:[/p]
    • [p]Abrams cannon[/p]
    • [p]MLRS cannon/mortar[/p]
    • [p]Cerberus cannon/mortar[/p]
  • [p]AJAX TOW damage increased to outpace the SMAW[/p]
  • [p]Increased smoothbore damage slightly[/p]
  • [p]Sabot round balance pass:[/p]
    • [p]Reduced damage from 20k to 3k[/p]
  • [p]Increased sniper damages[/p]
  • [p]Increased vehicle ranges[/p]
  • [p]Increased Abrams cannon damage against Juggs slightly[/p]
  • [p]Increased sabot damage[/p]
  • [p]Cut back some damage to infected structures using the MLRS[/p]
  • [p]Fixed brute sliding[/p]
[hr][/hr][h3]Targeting + AI Prep Work[/h3]
  • [p]Standardized some Find Target code in prep for Derek finalizing targeting issues sometimes with Horde objectives(Fixes Melee failing for Horde objectives)[/p]
  • [p]Fix for garrisoned units in Guard Towers failing to rotate to certain angles to shoot targets[/p]
[hr][/hr][h3]Call In System + Airstrikes Revamp[/h3]
  • [p]Revamped loading for Call In system[/p]
  • [p]Damage and radius pass on call in airstrikes[/p]
  • [p]Mule radius decreased to 750 from 1000[/p]
  • [p]Ammo crate call in prices adjusted and supply amounts adjusted[/p]
  • [p]MOAB balance changes with added DT[/p]
  • [p]Added Ammo and Large Ammo crate supply call ins[/p]
  • [p]Fixed support callins not working on clients[/p]
  • [p]Added vehicle support to airstrike extension[/p]
  • [p]Fixed crash:
    [c]CepheusProtocol!AStrikeInstance::BeginFireBurst()[/c]
    [c]StrikeInstance.cpp:375[/c][/p]
[hr][/hr][h3]Radioman + Radio Network Expansion[/h3]
  • [p]Added ability for the Radioman to build the Radio Relay[/p]
  • [p]Added support for only allowing strikes around his radius or the structures radius[/p]
  • [p]Added Radio Tower and further polish to the shops for:[/p]
    • [p]Radio Truck[/p]
    • [p]Radio Operator[/p]
  • [p]Added Radio Truck as buildable under the Light category[/p]
[hr][/hr][h3]Turret + Rotation Overhaul (Initial Pass)[/h3]
  • [p]Initial commit on turret update: “wait to face target before shooting”[/p]
  • [p]AI and turret rotation updated to use an internal value in the Weapon instead of relying on the Turret Anim Instance as the authority (except coaxials)[/p]
  • [p]Coaxial guns given zero rotation speed so they rely on parent weapon rotation[/p]
  • [p]Turret rotation speed/limits moved into Weapon_Base instead of deprecated values in Turret Anim Instance[/p]
  • [p]Added initial turret customization and angle-of-fire customization for vehicles to improve turret behavior and visuals[/p]
[hr][/hr][h3]Doctrine XP + Progression Fixes[/h3]
  • [p]Setup initial XP gains from killing infected types and structures[/p]
  • [p]Fixed a bug where airstrikes would not grant Doctrine XP[/p]
  • [p]Doctrine XP markers are no longer created in cinematic mode[/p]
  • [p]Fixed bug report: Engineers getting distracted by repair tasks[/p]
[hr][/hr][h3]Engineer Repair Mode + Operator Support[/h3]
  • [p]Initial pass on [c]EngineerRepairMode[/c] ability (functions, needs move target update)[/p]
  • [p]Abilities now support [c]AdditionalAbilitiesForOperator[/c], allowing abilities to define extra abilities Operators receive if they pick up that ability from customization[/p]
    • [p]Used to give Vehicle Repair to Operators who have Engineer Construction lv1[/p]
  • [p]More tweaks to Engineer Repair Mode to make it easier to use in Operator mode[/p]
  • [p]Improved Operator mode “cursor over unit shows healthbar” logic to be more reliable[/p]
  • [p]Additional fixes to healthbar visibility checks[/p]
[hr][/hr][h3]Engineer built pet Sentries + Ammo Behavior[/h3]
  • [p]Fixed M2 and Mk19 sentry so they work in gameplay setup UI icons[/p]
  • [p]Added support so weapons can destroy themselves when they run out of ammo[/p]
[hr][/hr][h3]Abilities + Combat Features[/h3]
  • [p]Added Demo Charge ability to Spec Ops[/p]
  • [p]Added support for grenades to have a time display[/p]
  • [p]Added widget replication support as needed[/p]
  • [p]Added Tilt support to ADS[/p]
  • [p]Added backblast Niagara effect support to the AimedAbility bullet ability payload setup[/p]
[hr][/hr][h3]Helicopter Movement Fixes[/h3]
  • [p]Logic fix for helicopter movement “not flying high enough before flying forward”[/p]
    • [p]Should resolve most or all remaining cases of flying forward too early when something is in the way[/p]
[hr][/hr][h3]Weapon Unlock System (Initial Pass)[/h3]
  • [p]Initial pass on Weapon Unlock system for the FactionManager[/p]
  • [p]Recruit Popup updated to read this info[/p]
    • [p]Replicates properly so clients see options in Recruit Popup[/p]
[hr][/hr][h3]Spitter Behavior Adjustment[/h3]
  • [p]Spitter change:[/p]
    • [p]Minimum spit range is now 3000uu[/p]
    • [p]Max spit range is 4250uu[/p]
    • [p]Should force them to come in closer before spitting[/p]
[hr][/hr][h3]Operator XP Weekend Event Time Fix[/h3]
  • [p]Removed TimeAPI checks for operator XP weekend events due to unreliability[/p]
  • [p]Switched to newer Steam API for getting UTC time from Valve[/p]
  • [p]Will need a better solution for EOS[/p]
[hr][/hr][h3]Audio[/h3]
  • [p]Added missing VO barks to all vehicles[/p]
[hr][/hr][h2]🧪 Why This Is On Experimental First[/h2][p]We also added some XP gains tied to the Doctrine system.[/p][p]We put it in as an early incubator because right now we’re watching to see how expensive it is to run that on the network.[/p][p]So this is more of a test on Experimental.[/p][p]Important note:
Right now, you can’t do anything with Doctrine points yet.[/p][p]The entire goal this weekend is to run some sessions and see what the actual network cost looks like in real gameplay scenarios as we are spawning them![/p][hr][/hr][h2]🖥️ Doctrines UI Timing[/h2][p]Going into Monday / Tuesday, we’ll get you guys the UI for Doctrines.[/p][p]We’re aiming for Tuesday as the target.
If we get lucky, it might be sooner, but that’s roughly what we’re aiming for.[/p][hr][/hr][h2]📌 What’s In the Doctrine System (2 to 3 Dozen Items)[/h2][p]There’s about two to three dozen items in the Doctrines page, including:[/p][h3]Passives / Economy / Efficiency[/h3]
  • [p]Increasing ammo reserves[/p]
  • [p]Increasing XP gained from kills[/p]
  • [p]Decreasing structure cost by type[/p]
[h3]Ammo Reserves By Unit Type[/h3][p]Ammo reserve increases are based off type:[/p]
  • [p]Infantry[/p]
  • [p]Vehicles[/p]
  • [p]Helicopters[/p]
[h3]Gas Efficiency[/h3][p]Improving the efficiency of gas, or rather, how much gas units can hold by type.[/p][h3]Unlocks and Progression[/h3]
  • [p]Unlocking weapons[/p]
  • [p]Unlocking abilities[/p]
  • [p]Unlocking classes[/p]
  • [p]Unlocking airstrikes[/p]
[p]The idea is that everything is being wrapped up in this system, and the entire game is being rebalanced and reorganized around this Doctrine tree.[/p][p]So you can’t just rush to the Abrams or the Bradley or the MLRS or the striker mortar in the first 5 to 10 minutes of the game.[/p][hr][/hr][h2]🏗️ New Structure: Logistics Requisition Center (Passive Doctrine XP)[/h2][p]We’re adding a structure into the game Logistics Requisition Center.[/p][p]The idea is that this structure built from the Engineer allows you to farm XP passively for doctrines.[/p][p]So not only can you get doctrine points by going out and killing, but you can also invest in these structures and build doctrine XP through infrastructure.[/p][h3]Key details:[/h3]
  • [p]Costs a lot of energy[/p]
  • [p]Costs a lot of money to build initially[/p]
  • [p]You can build up to 10 globally[/p]
[p]You’ll get a bigger picture on how everything works and how it operates going into Tuesday when we drop the UI.[/p][hr][/hr][h2]❤️ Community Update (Seriously, Thank You)[/h2][p]It’s been great seeing thousands of people flood into Cepheus Protocol over the last week or so since we merged Rebuild.[/p][p]We’ve seen a huge outpouring of love, caring, and trust in what we’re doing, and we genuinely appreciate all the people willing to contribute their time to:[/p]
  • [p]Find bugs[/p]
  • [p]Find issues[/p]
  • [p]Help us fix the game in different ways[/p]
[p]It’s been completely overwhelming in the best way.[/p][p]We’ve had to make hard decisions over the last year to prioritize long-term gains over short-term, and it’s been incredible seeing you guys understand the vision and support it.[/p][hr][/hr][h2]🚁 Pathfinding Progress (Rebuild Results)[/h2][p]With the rebuild foundation in place:[/p]
  • [p]Vehicle pathfinding is better[/p]
  • [p]Helicopter pathfinding is better[/p]
  • [p]And we’ve pushed it even further on Experimental[/p]
[p]I’m not saying it’s bugless.
I’m not saying it’s perfect.[/p][p]There are still:[/p]
  • [p]Issues to hunt down[/p]
  • [p]Performance issues to improve[/p]
  • [p]AI bugs to resolve[/p]
[p]But we’re getting there day by day, minute by minute, working in collaboration with the community.[/p][p]Our devs are actively engaging with you guys on Steam forums and Discord to address tension points and concerns directly.[/p][hr][/hr][h2]🎯 What We Want You To Do This Weekend[/h2][p]Jump into Experimental this weekend and try everything.[/p][h3]Please test:[/h3]
  • [p]Airstrikes[/p]
  • [p]Radio Operators[/p]
  • [p]Radio Trucks[/p]
  • [p]Radio Command Trucks[/p]
  • [p]Relay setups in the field[/p]
  • [p]Combat pacing with the new additions[/p]
[p]And tell us what you think:[/p]
  • [p]How does it feel?[/p]
  • [p]How do things play?[/p]
  • [p]Do you have suggestions for doctrine passives or upgrades we should look into long-term?[/p]
[p]What we have right now is pretty much baked in, but feedback is still massive for tuning and future direction.[/p][hr][/hr][h2]📈 Progression Philosophy (What’s Changing)[/h2][p]I mentioned last week the rebuild was basically the restart, centering the field, resetting the board.[/p][p]This upcoming week is taking everything you know about the game and throwing it out the window in terms of:[/p]
  • [p]Progression loop[/p]
  • [p]Game balance[/p]
  • [p]Shared progression and long-term scaling[/p]
[p]We want the player experience to feel like you and your friends are contributing toward a common goal.[/p][h3]Doctrine Points are shared[/h3][p]Doctrine points are shared amongst all players in the match.[/p][h3]Three-stage doctrine progression[/h3][p]At any time, you can jump to the next stage.[/p][p]There’s no prerequisite to go to Stage 2 or Stage 3 besides paying and going linearly from:[/p]
  • [p]Stage 1 → Stage 2 → Stage 3[/p]
[p]You can take upgrades from any stage, but some upgrades are chained.[/p][p]Examples:[/p]
  • [p]XP rates in Stage 1 → chained into Stage 2 → chained into Stage 3[/p]
  • [p]Ammo upgrades and gas efficiency upgrades can start in Stage 1 and reach full potential in Stage 3[/p]
[p]The goal is small stacked modifiers that let you upgrade with intentionality, and build your forces in a way that feels strategic over hours of play.[/p][hr][/hr][h2]🔓 Weapon/Class Unlock Restructure[/h2][p]There are some new weapons, abilities, and classes being added.[/p][p]But there are also weapons that were basically free for everyone already that should have been locked previously.[/p][p]We intentionally had them unlocked in previous builds so you could:[/p]
  • [p]Play them[/p]
  • [p]Experience them[/p]
  • [p]See how they felt[/p]
[p]Now that we have doctrines inside the rebuild, we can reset the tempo and properly structure progression again.[/p][p]Now we can answer:
What do you actually have to work toward to get an Abrams, an MRS, a Bradley, etc.[/p][hr][/hr][h2]⚙️ Custom Game Options (Coming Next Week)[/h2][p]We’ll still add custom game options so people can customize the experience or cheese progression if they want to.[/p][p]We’re aiming to add a couple additional custom game options next week before we start the save system, to address pressure points like:[/p]
  • [p]“I want to start with all doctrine points”[/p]
  • [p]“I want to increase the rate I gain doctrine XP”[/p]
[p]Simple options that we’ll expose alongside the Doctrine UI.[/p][hr][/hr][h2]🗓️ Next Week Timeline (Current Target)[/h2][p]Here’s the current plan:[/p][h3]This Weekend[/h3]
  • [p]Experimental doctrine preview testing[/p]
  • [p]Airstrikes, relay systems, new abilities, and network-cost testing for XP[/p]
[h3]Monday / Tuesday[/h3]
  • [p]Doctrine UI goes live[/p]
  • [p]Full list of doctrine items revealed[/p]
[h3]Tuesday / Wednesday[/h3]
  • [p]Start work on the save system[/p]
[h3]Goal: Next Friday[/h3]
  • [p]Deliver a functional save system[/p]
[p]After that:[/p]
  • [p]Last week of January is bugs, quality of life, and cleanup[/p]
  • [p]Operator polish [/p]
  • [p]Civilian Evac[/p]
[p][/p][h2]If You’re Confused, Read These First (Pinned)[/h2][h3]Haven’t Played in a While? Start Here[/h3][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][hr][/hr][p][dynamiclink][/dynamiclink]📢 Civilian Evacuation Livestream + Master FAQ Thread[/p][p]We’re planning on doing a Saturday livestream to address and go over everything planned for Civilian Evacuation. (TBD)[/p][p]I’m going to link a Steam thread that will act as a Master FAQ.[/p][p]Please post on it and give us the full TLDR:[/p]
  • [p]What you loved about Civilian Evacuation[/p]
  • [p]What you hated[/p]
  • [p]What you want to see improved[/p]
[p]I’ve got a lot of ideas, but I want to see what the community has to add too, so we can build this into something truly remarkable.[/p][hr][/hr][h2]✅ Final Note[/h2][p]Thank you again for the insane amount of support lately.[/p][p]It’s been overwhelming, and we’re going to keep hauling ass to meet our timeline and keep improving the game with you guys alongside us.[/p][p]Together, we’re going to build a truly remarkable experience in Cepheus Protocol that is unparalleled.[/p]

Patch Notes 2026.01.10.1

[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]
  • [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]
[hr][/hr][h3]Patch Notes:[/h3]
  • [p]Fixed an issue with the server browser where there were so many people playing the scroll bar stopped working for hosted servers[/p]
[hr][/hr][h3]What We’re Still Hunting[/h3][p]These are the kinds of issues that don’t always appear during internal testing, but show up immediately once the community gets hands-on.[/p][p]If you run into anything weird with:[/p]
  • [p]Vehicles doing something dumb[/p]
  • [p]Units ignoring obvious navigation[/p]
  • [p]UI menus acting strange[/p]
[p]A short clip or a quick Discord screenshare helps us reproduce and eliminate it fast. Feel free to hop on discord and we can jump into a voice call. Anything helps! As we are seeking to knock out the remaining pathing issues pronto![/p][hr][/hr][hr][/hr][h2]In Progress[/h2][p]We’re also actively working on several high-impact systems that affect moment-to-moment gameplay:[/p]
  • [p]Engineer repair behavior for vehicles[/p]
  • [p]Engineer Auto-repair for structures and vehicles[/p][p][/p]
[hr][/hr][h2]Next Big Goal: Doctrines + Airstrikes (Targeting Week of 11th)[/h2][p]We’re shifting back to the next major pillar of the rebuild.[/p][p]Our goal is to get Doctrines back in and bring Airstrikes back with the full set of related systems and support options by next week.[/p][p]That’s the next big step toward restoring long-term progression and replayability in the rebuild.[/p][hr][/hr][h2]Balance Passes (Ongoing)[/h2][p]Balance is still being tuned every day as more players jump in and we get real data.[/p][p]Michael is actively monitoring feedback and adjusting:[/p]
  • [p]Weapons[/p]
  • [p]Turrets[/p]
  • [p]Vehicles[/p]
[p]This is an ongoing process and we will keep tightening it as the rebuild stabilizes.[/p][hr][/hr][h2]If You’re Confused, Read These First (Pinned)[/h2][h3]Haven’t Played in a While? Start Here[/h3][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][h2]What Still Needs To Be Finished[/h2][p]Here is the consolidated list, in one place, so there is no confusion.[/p][h3]Missing Or In Progress Systems[/h3]
  • [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]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]Rebuild vs Legacy: which version you’re on, what’s missing, what to play (link)[/p]
      • [p]Civilian Evac 2.0 + Dynamic Civilians plan: why it’s delayed and what’s changing (link)[/p]
      [p]If you’re asking: “where is evac” “where are civilians” “what build am I on” Start there.[/p]
[p]That is the remaining gap we are closing through Q1. Anything else will be discussed only after the current list above is done.[/p][hr][/hr][h2]Q1 2026 Target[/h2][p]Our target through Q1 2026 is to bring back the remaining missing pillars and have the rebuilt version fully represent the complete Cepheus Protocol experience again, but better.[/p][p]That means:[/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]
[hr][/hr][h2]Public Campaigns[/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 Single player has become.[/p][h3]Our Last Dev Campaigns:[/h3][p]📖 Operation: Island Sweep – Treasure Island Playtest Recap[/p][p]In one of our first large-scale playtests for Treasure Island, CERC forces deployed from the carrier deck and immediately split into two coordinated fireteams. One team moved quickly to secure the bridge linking Yerba Buena Island to the main landmass, establishing a forward barricade to stem any early infected movement. Meanwhile, the second team advanced on the military base, fortifying it as a staging area for deeper incursions into the city.[/p][p]Operators were dispatched on foot for reconnaissance, sweeping through nearby districts to identify infected activity and relay positions back to RTS players. These early scouts faced brutal resistance—several near-wipeouts forced emergency retreats to fallback outposts, where teams regrouped before launching counteroffensives.[/p][p]As intel solidified, CERC forces began a methodical push toward the carnival grounds, establishing forward operating bases (FOBs) block by block. Each zone cleared became a new resupply and logistics hub, allowing the team to maintain pressure and steadily expand their perimeter. The fighting intensified near the construction site and hospital district, where infected forces attempted multiple breakouts—but each was repelled by quick RTS responses and layered defenses.[/p][p]Key tactical strikes were launched against newly emerged gas towers, which the infected had built to irradiate CERC positions and force retreats. These were neutralized in time, allowing squads to resume their advance. The operation culminated in a coordinated sweep through the hospital zone, ending with the elimination of Chelsey after a protracted urban engagement.[/p][p]In a final act of desperation, the infected launched a last-ditch assault to retake the military base. It was shut down by a precision Blackhawk strafing run—securing victory and leaving only isolated remnants, which were tracked down and eliminated by roaming patrols and air support.[/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p][/p][p][/p]

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]
  • [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]
[hr][/hr][h3]Patch Notes:[/h3]
  • [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]
[hr][/hr][h3]What We’re Still Hunting[/h3][p]These are the kinds of issues that don’t always appear during internal testing, but show up immediately once the community gets hands-on.[/p][p]If you run into anything weird with:[/p]
  • [p]Vehicles doing something dumb[/p]
  • [p]Units ignoring obvious navigation[/p]
  • [p]UI menus acting strange[/p]
[p]A short clip or a quick Discord screenshare helps us reproduce and eliminate it fast. Feel free to hop on discord and we can jump into a voice call. Anything helps! As we are seeking to knock out the remaining pathing issues pronto![/p][hr][/hr][hr][/hr][h2]In Progress[/h2][p]We’re also actively working on several high-impact systems that affect moment-to-moment gameplay:[/p]
  • [p]Engineer repair behavior for vehicles[/p]
  • [p]Engineer Auto-repair for structures and vehicles[/p][p][/p]
[hr][/hr][h2]Next Big Goal: Doctrines + Airstrikes (Targeting Week of 11th)[/h2][p]We’re shifting back to the next major pillar of the rebuild.[/p][p]Our goal is to get Doctrines back in and bring Airstrikes back with the full set of related systems and support options by next week.[/p][p]That’s the next big step toward restoring long-term progression and replayability in the rebuild.[/p][hr][/hr][h2]Balance Passes (Ongoing)[/h2][p]Balance is still being tuned every day as more players jump in and we get real data.[/p][p]Michael is actively monitoring feedback and adjusting:[/p]
  • [p]Weapons[/p]
  • [p]Turrets[/p]
  • [p]Vehicles[/p]
[p]This is an ongoing process and we will keep tightening it as the rebuild stabilizes.[/p][hr][/hr][h2]If You’re Confused, Read These First (Pinned)[/h2][h3]Haven’t Played in a While? Start Here[/h3][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][h2]What Still Needs To Be Finished[/h2][p]Here is the consolidated list, in one place, so there is no confusion.[/p][h3]Missing Or In Progress Systems[/h3]
  • [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]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]Rebuild vs Legacy: which version you’re on, what’s missing, what to play (link)[/p]
      • [p]Civilian Evac 2.0 + Dynamic Civilians plan: why it’s delayed and what’s changing (link)[/p]
      [p]If you’re asking: “where is evac” “where are civilians” “what build am I on” Start there.[/p]
[p]That is the remaining gap we are closing through Q1. Anything else will be discussed only after the current list above is done.[/p][hr][/hr][h2]Q1 2026 Target[/h2][p]Our target through Q1 2026 is to bring back the remaining missing pillars and have the rebuilt version fully represent the complete Cepheus Protocol experience again, but better.[/p][p]That means:[/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]
[hr][/hr][h2]Public Campaigns[/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 Single player has become.[/p][h3]Our Last Dev Campaigns:[/h3][p]📖 Operation: Island Sweep – Treasure Island Playtest Recap[/p][p]In one of our first large-scale playtests for Treasure Island, CERC forces deployed from the carrier deck and immediately split into two coordinated fireteams. One team moved quickly to secure the bridge linking Yerba Buena Island to the main landmass, establishing a forward barricade to stem any early infected movement. Meanwhile, the second team advanced on the military base, fortifying it as a staging area for deeper incursions into the city.[/p][p]Operators were dispatched on foot for reconnaissance, sweeping through nearby districts to identify infected activity and relay positions back to RTS players. These early scouts faced brutal resistance—several near-wipeouts forced emergency retreats to fallback outposts, where teams regrouped before launching counteroffensives.[/p][p]As intel solidified, CERC forces began a methodical push toward the carnival grounds, establishing forward operating bases (FOBs) block by block. Each zone cleared became a new resupply and logistics hub, allowing the team to maintain pressure and steadily expand their perimeter. The fighting intensified near the construction site and hospital district, where infected forces attempted multiple breakouts—but each was repelled by quick RTS responses and layered defenses.[/p][p]Key tactical strikes were launched against newly emerged gas towers, which the infected had built to irradiate CERC positions and force retreats. These were neutralized in time, allowing squads to resume their advance. The operation culminated in a coordinated sweep through the hospital zone, ending with the elimination of Chelsey after a protracted urban engagement.[/p][p]In a final act of desperation, the infected launched a last-ditch assault to retake the military base. It was shut down by a precision Blackhawk strafing run—securing victory and leaving only isolated remnants, which were tracked down and eliminated by roaming patrols and air support.[/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p][/p][p][/p]