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2026.2.28.2 Live on Experimental, March is Civilian Evac Month

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Developer Update This Week
[hr][/hr][h2]Save and Load System Expansion[/h2][h3]Continued System Coverage[/h3][p]This week was heavily focused on expanding Save and Load support across additional systems.[/p][p]Save and Load support has now been implemented for:[/p]
  • [p]Projectiles[/p]
  • [p]Grenades[/p]
  • [p]TOW systems[/p]
  • [p]Flares[/p]
  • [p]Select airstrikes[/p]
[p]Not all airstrikes are currently supported.[/p][p]The following are not yet saving and loading correctly:[/p]
  • [p]MOAB[/p]
  • [p]Gas Attack[/p]
  • [p]Dragon[/p]
[p]These remain excluded for now and will be addressed next. Please refer to the list at the bottom of the Save and Load tracker for full status details.[/p][p]A significant portion of development time also went into fixing desync issues, multiplayer inconsistencies, and general stability problems discovered during live testing.[/p][h2]Multiplayer Stress Testing[/h2][p]We ran several gameplay balance tests sessions with up to 10 players over this week on discord publicly.[/p][p]Between Day 5 and Day 10 of those sessions, we identified network degradation under sustained load. What began as balance observation turned into a deep replication and bandwidth stress test.[/p][p]We collected from those present in the balance test:[/p]
  • [p]Player logs[/p]
  • [p]Save files[/p]
  • [p]Replication behavior data[/p]
[p]Using that information, we recreated the failure points internally and identified where replication cost was ballooning. Several community suggestions were also implemented and are reflected in the patch notes.[/p][h2]Network Optimization Results[/h2][p]After restructuring key replication paths, overall network traffic cost was reduced by approximately 70 to 80 percent.[/p][p]For players, this should translate into:[/p]
  • [p]Increased stability at higher player counts[/p]
  • [p]Reduced late game desync escalation[/p]
  • [p]Improved host performance under heavy load[/p]
[p]Replication cost scales with player count. Every additional client increases outbound state replication from the host. Reducing baseline replication overhead was critical for scalability and large sessions![/p][h2]Client Simulated Projectiles[/h2][h3]Architectural Shift[/h3][p]Projectiles are now client simulated while remaining fully server authoritative for damage.[/p][p]The flow now operates as follows:[/p]
  • [p]The server calculates and validates damage[/p]
  • [p]Clients deterministically simulate projectile visuals locally[/p]
  • [p]Authority remains strictly on the server[/p]
[p]Clients do not determine outcomes. They only reconstruct visuals from server instructions. This significantly reduces bandwidth while maintaining security and integrity.[/p][p]This is the first implementation of this system and is currently available only on Experimental.[/p][p]Because this system also integrates with Save and Load, it requires live stress testing before public release. We will be monitoring for issues involving:[/p]
  • [p]Saved projectile state[/p]
  • [p]Late join synchronization[/p]
  • [p]Cross client consistency[/p]
[p]Internal testing has not produced breakage so far.[/p][h2]Infrastructure and Power Rebalance[/h2][h3]Increased Strategic Weight[/h3][p]This Experimental patch also introduces structural balance adjustments centered around power and logistics.[/p][p]Previously, expansion could occur with minimal infrastructure consideration. Power functioned more as a soft requirement than a strategic constraint.[/p][p]Changes now include:[/p]
  • [p]SOC's require active power[/p]
  • [p]Increased power costs across major structures[/p]
  • [p]Tier 2 and Tier 3 generators carry real strategic value[/p]
  • [p]Barracks, Motor Pool, and related structures require stronger planning[/p]
[p]The intent is to increase the weight of:[/p]
  • [p]Builders[/p]
  • [p]Infrastructure[/p]
  • [p]Logistics chains[/p]
  • [p]Territorial expansion planning[/p]
[p]Expanding into new zones now requires deliberate infrastructure rather than opportunistic placement.[/p][p]We are specifically looking for feedback on pacing and pressure introduced by these adjustments.[/p][h3]Ongoing Stability Work[/h3][p]In addition to Save and Load expansion, we continued working on:[/p]
  • [p]Multiplayer desync reduction[/p]
  • [p]Replication optimization[/p]
  • [p]Save and Load bug fixes[/p]
  • [p]General performance improvements[/p]
[p]The Save and Load system is approximately 3/4's complete. The target is to reach functional completion by Monday or Tuesday of next week. Once that milestone is reached, development focus will shift fully toward pathfinding, desync cleanup, and systemic polish.[/p][h2]March Roadmap and Short Term Priorities[/h2][p]March is about locking the rebuild foundation and finishing the remaining carryover items. Some February work is continuing into early March by design. We are prioritizing long term stability over rushed deadlines. To be direct, we rushed major systems in Legacy and it created instability, and we are not repeating that mistake. It is fair to be excited for Civilian Evacuation, but we need the next week or so to iron out what is already in place. We appreciate the continued patience while we work through the remaining items below.[/p][p]After we wrap up the save/load early next week ->[/p][p]First up: Player Concerns feedback from this poll[/p]
  • [p]Pathfinding improvements and formation system fixes[/p]
  • [p]Bug fixing across Pandemic and core systems[/p]
  • [p]Small quality of life changes that improve flow and usability[/p]
[p]Runner up: Remaining Roadmap Elements Before Civilian Evac[/p]
  • [p]Infected Birds to improve mid and late game Infected counters so sessions do not overly rely on Juggernauts[/p]
  • [p]AJAX Avenger[/p]
  • [p]SAM Site Turret[/p]
[h3]Civilian Evacuation Roadmap[/h3][p]Once the above stability work and Infected Birds are complete, we will shift fully into Civilian Evac.[/p]
  • [p]Each player to manage their own evacuation camps[/p]
  • [p]Full multiplayer compatibility[/p]
  • [p]Single player parity[/p]
[p]Link to Civilian Evacuation Steam thread[/p][hr][/hr][h2]Patch Notes[/h2][p]Also in this patch[/p]
  • [p]MP5 was added to the Operator (Under the SMG specialization)[/p][p][/p][p][/p][p][/p]
  • [p]MDR was added to the Operator(Under the DMR specialization)[/p][p][/p][p][/p][p][/p]
  • [p]More Save Load support for the Direct Strike, White Phosphorus ( MOAB, Gas Dragon not done yet)[/p]
  • [p]Client Side Prediction added for Projectiles (Lowers network traffic by a HUGE amount)[/p]
  • [p]Tons of Network traffic Optimizations overall network traffic was cut by 70-80%. (Faction XP, Gibbing Data, Impact FX, and other various elements were heavily network optimized)[/p]
  • [p]Airstrike optimizations[/p]
  • [p]Nerfed smaw and Hellfire damage to Chelsey and Increased enraged DR when she gets below 50% health[/p]
  • [p]Increased base hellfire damage slightly[/p]
  • [p]MLRS projectile speed increased + Damage Radius[/p]
  • [p]Fixed up weapons to restore a relative 'last fire time' when saving/loading (so weapons with noticeable fire intervals, like spine turrets, don't get to fire instantly on loading save)[/p]
  • [p]Updates to client building placement to reduce or fully block attempts to 'set down multiple buildings on same spot' by spam clicking[/p]
  • [p]Updated Cannon turret weapon icon.[/p]
  • [p]Updated SOC icons and Doctrine descriptions.[/p]
  • [p]Updated VADS turret weapon icon.[/p]
  • [p]Updated Scout drone move preview.[/p]
  • [p]Muzzle Flash System reworked to solve desyncs & Stutter (Operator might have some issues going into Monday its a known issue we are looking into)[/p]
  • [p]Fixed Turret Flashlight dancing bug on clients at night time[/p]
  • [p]Fixed Flashlight attaching to the wrong location on turrets[/p]
  • [p]Fixed Muzzle FX attaching to the wrong location on Turrets[/p]
  • [p]Fixed Engineer/ Medic sometimes canceling a sprint order when they saw an enemy[/p]
  • [p]Fixed Projectiles after the client simulation update causing bogus collision at impact points[/p]
  • [p]Fixed Engineer Auto repair not working for CERC structures[/p]
  • [p]Adjusted some Power costs for the CERC Generator[/p]
  • [p]Updated garrison sockets for the Medical Ajax[/p]
  • [p]T1-T3 power audited to make them cost effective based on physical size + costs[/p]
  • [p]Updated Ajax non-driver seats to be angle-locked for now, to stop 'rotating seats' issues[/p]
  • [p]Resolved a fog of war issue where infected seeing a CERC structure would force that structure to "wake up".[/p]
  • [p]Added arrow key movement for RTS[/p]
  • [p]Fixed ToggleAutoRefillAmmo and RefillAmmo commands (for turrets) not functioning[/p]
  • [p]-Fixes for PlayerFaction-related 'race conditions' for clients: for clients this should greatly reduce instances of FOW vision, unit overhead UI, or unit visibility being 'incorrect' on late-joining or being a lobby that then loads a save[/p]
  • [p]Slightly increased visibility of Gas tower AOE markers.[/p]
  • [p]Updated A-10 gun run effects to spawn decals at Low settings.[/p]
  • [p]Increased Gas Tower health from 7500 to 12000.[/p]
  • [p]Gas Tower Reduced build speed by 50%[/p]
  • [p]Half Moon Bay and Treasure Island Zone borders were redrawn to better support the turret/guard tower build restrictions.[/p]
  • [p]Blocked Radioman being ferried on helicopters from expanding the call in area[/p]
  • [p]Made the minimum Attack faction 1 as setting it to 0 makes it revert back to stock numbers and removes the override[/p]
  • [p]Fixed another reported crash on the Operator[/p]
  • [p]Fixed visual bug on unit details panel for Power requirements[/p]
  • [p]Fixed toggle sprint not working[/p]
  • [p]Fixed MGL not working properly on Operators when you have AI use the weapon. They would always never account for the grenade drop[/p]
  • [p]Increased cooldown for Infection Pods & Gas Towers to 90 and 180 after they are destroyed to bring down the "wack a mole"[/p]
  • [p]Increased Requestion center XP tick by 50%.[/p]
  • [p]Rebalanced power requirements for T3 walls/gates[/p]
  • [p]Made Ammo tents cost power as with medical tents to Operate![/p]
  • [p]Ammo Tent renamed into supply centers for all unit types for Gas/Ammo/Supply now supplies universally.[/p]
  • [p]Added new Power and infrastructure costs to all CERC structures including SOCS.[/p]
  • [p]Made SOCS T2-T3 require teching up through the Doctrine Tree[/p]
  • [p]Lower Bounties on Pandemic for killing all Infected types by 50%[/p]
  • [p]Lowered M2 Sentry reserve ammo by 50%[/p]
  • [p]Attack Move support added for Save/Load[/p]
  • [p]Bradley TOW now works for Save/Load[/p]
  • [p]Projectiles now Save/Load[/p]
  • [p]Increased Turret limit per zone to 12 like in legacy[/p]
  • [p]Fixed logic bug that allowed juggernauts to keep adding spawns after Day 6+. It could get up to crazy numbers[/p]
  • [p]Fixed a logic bug that could cause infected to freeze in combat[/p]
  • [p]Adjusted Chelsey's Spawn/Location placement code to stop her from sometimes going into the ground[/p]
  • [p]Fixed an issue with Structure getting the wrong Wall variant when save/loading[/p]
  • [p]Updated Guard Tower loading to properly spawn Tower Guards when construction is completed after being loaded from a save while still in the 'construction hologram' state[/p]
  • [p]Combat Flare Save/Loads[/p]
  • [p]Rally Points for clients Save/Load now (only if you're there at join time)[/p]
  • [p]Adjusted Custom Game Options and the Options Widget to have a darkened background behind the 'hover tip info' section, to make it more readable[/p]
  • [p]Fixed a bug where save/loading while a Skycrane was delivering a structure it would teleport back to the carrier and stay there[/p]
[h3]Known Limitations with save system[/h3][p]Most combat in Cepheus Protocol is hit scan, so the majority of gameplay is unaffected by saving mid-action. A small number of transient objects still require additional handling if you save at the exact wrong moment.[/p][p]Updated save TBD list:[/p]
  • [p]Call in system (Only MOAB, Gunship & Gas don't Save/Load)[/p]
  • [p]Stun system[/p]
[hr][/hr]
๐ŸŽ™๏ธ Next CERC HQ โ€“ Livestream Details
[p]๐Ÿ•” When: Weekly Saturdays โ€“ 3 PM EST (New Time!)[/p][p]๐Ÿ’ฌ What is CERC HQ:[/p][p]Welcome to Cepheus Protocol HQ, your ultimate weekly briefing on all things Cepheus Protocol! Join the Halcyon Winds team as we explore the latest updates, reveal behind-the-scenes development stories, and answer community questions about the game. From exciting new features to design challenges, this is your all-access pass to the evolving world of Cepheus Protocol. Tune in every week and stay ahead of the outbreak![/p]
  • [p]Co-op Progress[/p]
  • [p]Total Revamp based on Community Feedback[/p]
  • [p]Level Design Updates[/p]
[p]๐Ÿ“บ Where to Watch:[/p][p]๐ŸŽค Donโ€™t miss our Live Q&A! Weโ€™ll be answering questions from the community during the stream.[/p][h2]๐Ÿ“บ Missed a Stream? No Worries![/h2]

2026.2.20.1 โ€“ Difficulty and Pacing Controls Now Live

[p][/p][h2]Developer Update This Week[/h2][h3]Save and Load System[/h3][p]This week was overwhelmingly focused on Save and Load.[/p][p]A significant amount of time went into stabilizing the system, resolving reported issues from Discord and Steam, and expanding coverage across edge cases. The Operator in particular required more time than expected due to the complexity of his systems.[/p][p]Operators are highly dynamic. If an Operator levels up during a run and you later load a save, the system replaces the saved instance with the most recent version of that Operator. If an Operator no longer exists, they are properly deleted and refunded.[/p][p]In multiplayer, the logic mirrors this behavior. When a save is loaded:[/p][p]โ€ข Operators are reassigned back to their original RTS players when possible
โ€ข If a corresponding client cannot be found within a reasonable time window, the Operator is refunded[/p][p]A substantial amount of R&D went into making sure this flow behaves predictably and does not create duplication, loss, or ownership issues. We continued expanding Save and Load support across systems and hardening the logic.[/p][p]We are actively working through reported bugs and feel we are approaching a point where the Save and Load system can be functionally marked complete within the next few days. Once that milestone is reached, we can shift focus back to larger gameplay priorities.[/p][hr][/hr][h3]Networking and Client Side Prediction[/h3][p]Client side prediction for vehicles of all calibers is now implemented.[/p][p]In internal and external testing, including high ping scenarios between players in the United States and overseas regions such as Poland, vehicle movement is significantly smoother and more visually stable in cross region sessions.[/p][p]We are continuing to monitor this closely and will iterate further over the next couple of patches. The goal is consistent responsiveness and visual fidelity regardless of geographic latency differences.[/p][hr][/hr][h3]Upcoming Focus: Civilian Evac and Core Fixes[/h3][p]With Save and Load nearing completion, attention is shifting toward preparing for Civilian Evac.[/p][p]This includes:[/p]
  • [p]Pathfinding fixes [/p]
  • [p]Performance optimizations [/p]
  • [p]General bug cleanup [/p]
  • [p]Infected Birds[/p]
  • [p]Additional quality of life improvements[/p]
[p]One example currently being reviewed is improving building upgrade logic. Upgrading a long wall segment into a vehicle gate is one example we are looking at but also simple stuff like Operator scopes so they can zoom in and out.[/p][p]We appreciate the continued patience while we push through this stabilization phase.[/p][h2]Patch Notes[/h2][p]Also in this patch[/p]
  • [p]Cleaned up description for Custom attack interval to make it more clearer what it does[/p]
  • [p]Fix for turrets failing to spawn their weapon if they were saved while still under construction, then you finish constructing them after loading the saved game[/p]
  • [p]Added Hellfire Missile to Sparrow as a T1 counter towards armor[/p]
  • [p]Added LAW as to the Engineer as a T1 counter towards armor[/p]
  • [p]Fixed a Loading issue that could duplicate Chelsey and/or her pod[/p]
  • [p]Fixed a MLRS visual sync bug where after reload sometimes they would desync[/p]
  • [p]Fixed Zone Widgets, when loading a save, not properly displaying the Infection Level % that they were at immediately after load (loading a zone that was at 100% might have caused it to never display the % again, but no more!)[/p]
  • [p]Updated handling of Unit destruction to turn on 'can be damaged' for structures that are loaded as 'invulnerable' from old saves due to rubble mode bug[/p]
  • [p]Fixed up rubble mode walls to properly load in rubble mode[/p]
  • [p]Updated structure upgrading to send out a warning when trying to upgrade a structure that's in Rubble Mode, instead of silently failing[/p]
  • [p]Updated destroyed player walls to be selectable (so you can clear them)[/p]
  • [p]Updated 'DestroyStructure' button to work on rubble walls, and to not refund their price (since they're destroyed)[/p]
  • [p]Adjustments to Custom Game Settings widget (and children sliders/toggles) =Scale/size/wrap-at values adjusted to make them fit better in thinner resolutions via either scaling or wrapping earlier instead of 'overlapping' one another[/p]
  • [p]Fix for the Custom Game Settings 'Starting Doctrine Points' slider initializing incorrectly from the Custom Starting Money value[/p]
  • [p]Fixed Sparrow broken after hellfire upgrade bug report [/p][p]https://discord.com/channels/469412014427602944/1474227783248121991/1474227783248121991[/p]
  • [p]Added Custom Game options of Infection Spread Rate 0.5->3.0[/p]
  • [p]Added Save/Load support for weapons so if you save during a reload they will resume that load at the exact frame they were on previously[/p]
  • [p]Added CERC Population Max up to 200. Exercise caution in lower spec machines as this will "push" your system to the edge and require higher spec machines if you are hosting. [/p]
  • [p]Resolved a source of the 'client Fog of War not initializing correctly when loading saves/late-joining' (i.e. GameStateRef not being valid when clients receive OnCERCChanged)[/p]
  • [p]Set up Exit Saving to exit TacPause, if you were in that state, so the game won't be in a 'frozen' limbo state until you remove TacPause after exit-saving[/p]
  • [p]Set up the Load Game button on the Pause Menu to not function (and have a hovertip describing why) while loaded into a game in multiplayer[/p]
  • [p]Updated Operator save/load for 'client operators' at save time to properly track and load their weapon attachments[/p]
  • [p]Fix for clients seeing 'more than one' of Recruits when loading into a save that had recruitment tickets already[/p]
  • [p]Fix for Operator loading for clients so that the mesh for their Operator will sync up[/p]
  • [p]More improvements to Operator recruitment save/load: recruitment ticket for an Operator will now 'remember' who it belonged to, and if that player is there when loading the map, the ticket will 'reassign' to that player, and properly behave[/p]
  • [p]Updated Operator recruitment tracker to try to reconnect with the recruiting Player on load, if that player is present at load time. If they are not, the recruitment tracker will refund instead[/p]
  • [p]Updated the Pause Menu/Main Menu to support an 'are you sure' popup, with a 'Save and Exit' button available on it when appropriate[/p]
  • [p]Set up savefiles to track their autosave count, so they'll keep iterating autosaves where they left off (instead of relying on a global autosave incrementor)[/p]
    • [p]Autosaves are now 'per-campaign' rather than global, so if you have the Autosave Count set to 3, every campaign will have up to 3 autosaves for it (so if you play some multiplayer in between your solo sessions, you'll still have an autosave to return to, but you'll need to clear your old saves more often)[/p]
  • [p]Set up grenade save/load: grenades (or demo charges from Spec Ops) now save/load![/p]
    • [p]Grenades 'in-air' now remember that they were, and reinitialize after game loads[/p]
  • [p]Also set up aimed abilities to not try to re-activate when loading/syncing, so 'extra grenades' don't appear when loading a save if you saved while someone was in the throw-animation[/p]
  • [p]Set up call-in cooldowns to save/load for the ability system[/p]
  • [p]Fixed a bug where the juggernaut would fail to throw a car or it improperly falls out of his hand when not stunned[/p]
  • [p]Updated Motor pool preview to require open airspace above.[/p]
  • [p]Added a predictive gate opening system for vehicles that opens gates early based on each vehicleโ€™s projected trajectory.[/p]
  • [p] Lowered Mutt and Mule max move speed by half[/p]
  • [p]Added base client side prediction for helicopters and ground vehicles to help solve visual jitter when clients have high ping[/p]
  • [p]Fixed drivers not getting XP from vehicles they are controlling, [/p]
  • [p]Tripled Unit leveling requirements for all units outside Operator[/p]
  • [p]Added rallypoint save/load (currently only host player saves data right now, but it is set up to support other players later when we get to that)[/p]
  • [p]Set up Zones to start saving/loading their last population count[/p]
  • [p]Started on 'unit custom settings' reader, set up a different hovertip button on loading games to list out the custom unit settings in that save[/p]
  • [p]Updated save/load menu 'custom infected options' display to show disabled enemies [/p]
[h3]Known Limitations with save system [/h3][p]Most combat in Cepheus Protocol is hitscan, so the majority of gameplay is unaffected by saving mid-action. A small number of transient objects still require additional handling if you save at the exact wrong moment.[/p][p]Updated save TBD list:[/p]
  • [p]Queue attack order[/p]
  • [p]Call in system (airstrikes and support)[/p]
  • [p]Tow[/p]
  • [p]Flare[/p]
  • [p]Stun system[/p]
  • [p]Save other player data (rally points)[/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 late-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]
๐ŸŽ™๏ธ Next CERC HQ โ€“ Livestream Details
[p]๐Ÿ•” When: Weekly Saturdays โ€“ 3 PM EST (New Time!)[/p][p]๐Ÿ“บ Where to Watch:[/p][h3]๐Ÿ’ฌ Topics We'll Cover:[/h3]
  • [p]Co-op Progress[/p]
  • [p]Total Revamp based on Community Feedback[/p]
  • [p]Level Design Updates[/p]
[p]๐ŸŽค Donโ€™t miss our Live Q&A! Weโ€™ll be answering questions from the community during the stream.[/p][hr][/hr][p][/p][h2]๐Ÿ“บ Missed a Stream? No Worries![/h2]

2025.2.13.1 โ€“ Pandemic Save UI Live + Pathfinding AMA Tonight

[p][/p][h2]Developer Update This Week[/h2][p]Second pass of the Pandemic Save System is now live on all branches, including the full Save and Load UI.[/p][p]The first pass went live last Friday through a console command. This update moves saving and loading into a proper UI across all branches so everyone can use it normally while we continue hardening the flow.[/p]
  • [p]Save + Load UI is live on all branches[/p]
  • [p]Load menu shows which Custom Game Options were used for each save so you can tell runs apart[/p]
  • [p]Configurable autosave intervals are now in[/p]
  • [p]The system keeps the most recent 3 saves you can configure this[/p]
  • [p]We are actively hunting down Save and Load bugs as they are reported[/p]
[h3]Early game balance (Sparrow and Engineer changes)[/h3]
  • [p]Engineer is getting a LAW added to help address T1 counters against the Juggernaut. More details on this soon![/p]
  • [p]Sparrow is gaining a hellfire missile in the next week that will allow you better counter juggernaut's in T1[/p]
[h3]Operators[/h3]
  • [p]P90 (SMG) and HCAR (LMG) are both in the game now[/p]
  • [p]You can start leveling SMG and LMG progression to unlock and use them[/p]
  • [p]We are continuing at 1 to 2 weapons per week through February to finish the Operator from a base weapon standpoint. They still need refinement and polish after Civilian Evac[/p]
[h3]Pathfinding Sit Down[/h3][p]Experimental includes systemic vehicle pathfinding fixes, but if you still see issues, we want to see them live.[/p][p]Friday at 7:00 PM Eastern we are hosting a Discord sit-down for pathing and formation issues.[/p]
  • [p]The programmers will not be playing[/p]
  • [p]You must share your screen live and reproduce the issue or load a save[/p]
  • [p]Screenshots will not be accepted[/p]
[p][/p][p]We will have more to share on Saturday during CERC HQ as we continue pushing toward Civilian Evacuation mid to late February.[/p][p]New Operator Skin for Honzo Lee called Urban[/p][h2]Patch Notes[/h2][p]Also in this patch[/p][p][dynamiclink][/dynamiclink][/p]
  • [p]Fixed drivers not getting XP from vehicles they are controlling[/p]
    • [p]Also tripled unit leveling requirements for all units outside Operator[/p]
  • [p]Save improvements and new coverage:[/p]
    • [p]Rallypoint save and load is in[/p]
      • [p]Host only saves this data for now, but it is structured to support other players later[/p]
    • [p]Zones now save and load their last population count[/p]
    • [p]Ammobox save and load fixes[/p]
      • [p]No more floating ammoboxes[/p]
      • [p]Parachutes should despawn properly, or fall and disappear on load[/p]
  • [p]Save and Load menu improvements:[/p]
    • [p]Overwrite in place behavior fixed when selecting an existing save and confirming overwrite[/p]
    • [p]Cleaned up overwrite logic when Create Save uses an existing name[/p]
    • [p]Custom infected options display now shows disabled enemies[/p]
    • [p]Text formatting improvements for displaying custom unit settings[/p]
    • [p]Started on unit custom settings reader[/p]
      • [p]Added a dedicated hovertip button on Load to list custom unit settings in that save[/p]
    • [p]Additional UI cleanup, including focus fixes and scaling improvements for thin resolutions[/p]
  • [p]Fixed a bug where loading a game could cause the UI to steal focus and leave you unable to control the game after loading[/p]
  • [p]Custom game options display initial pass:[/p]
    • [p]Only detects options on saves made after this update[/p]
    • [p]Older saves still work, but custom options will not be detected for display until you save again[/p][p][/p]
  • [p]Autosave improvements:[/p][p][/p]
    • [p]Autosave count is now customizable in the options widget and properly respected[/p]
    • [p]Autosave timer dynamically adjusts if you change the interval mid game[/p]
    • [p]Initial autosave system pass is in[/p]
      • [p]Runs on host only[/p]
  • [p]Unit Group Widgets now populate at game start and no longer disappear when a group goes empty. Previously the group boxes would not appear until you manually created a group, which caused confusion and led some players to think a grouping system did not exist. The interface is now visible from the start so it is clear that grouping is available. As always use CTRL + number key to group any selection of units[/p][p][/p]
  • [p]Save list sorting: Save and Load list can now sort by timestamp and is now ordered by save date properly[/p]
[h3]Known Limitations with save system [/h3][p]Most combat in Cepheus Protocol is hitscan, so the majority of gameplay is unaffected by saving mid-action. A small number of transient objects still require additional handling if you save at the exact wrong moment.[/p][p]Updated save TBD list:[/p]
  • [p]Queue attack order[/p]
  • [p]Call in system (airstrikes and support)[/p]
  • [p]Reload status for animation catchup[/p]
  • [p]Tow[/p]
  • [p]Grenades[/p]
  • [p]Flare[/p]
  • [p]Cloak[/p]
  • [p]Stun system[/p]
  • [p]Hit reaction (TBD)[/p]
  • [p]Cone of fire ability[/p]
  • [p]Delayed grenade explosion save support[/p]
  • [p]Save other player data (rally points)[/p]
  • [p]Save Operator data for clients for reloading them (after saving basic other player data)[/p][p][/p]
[hr][/hr][h2]February Roadmap and Short-Term Priorities[/h2][p]As we move through February, the focus is on getting everything caught up to where the rebuild is intended to be, while continuing to stabilize and improve the core experience.[/p][p]Immediate priority going into next week[/p]
  • [p]Finalizing remaining Pandemic save support, specifically transient gameplay objects[/p]
  • [p]Cleaning up any remaining edge cases surfaced by live usage[/p]
  • [p]Locking down save stability so it becomes a dependable baseline going forward[/p]
[p]Following that addressing feedback from this poll[/p]
  • [p]Pathfinding improvements and fixes[/p]
  • [p]Bug fixing across Pandemic and core systems[/p]
  • [p]Small quality of life changes that improve flow and usability[/p]
[p]Once those pieces are in a good place, we will shift focus toward Civilian Evacuation, targeted for mid-February. This work is already underway, and the goal is to address the feedback and discussion outlined in the existing Steam thread below.[/p][p]We will be sharing more details soon, including a live stream announcement about a week in advance. Keep an eye on Steam and our Discord for updates as we move through February.[/p][p]Link to Civilian Evacuation Steam thread[/p][hr][/hr]
๐ŸŽ™๏ธ Next CERC HQ โ€“ Livestream Details
[p]๐Ÿ•” When: Weekly Saturdays โ€“ 3 PM EST (New Time!)[/p][p]๐Ÿ“บ Where to Watch:[/p][h3]๐Ÿ’ฌ Topics We'll Cover:[/h3]
  • [p]Co-op Progress[/p]
  • [p]Total Revamp based on Community Feedback[/p]
  • [p]Level Design Updates[/p]
[p]๐ŸŽค Donโ€™t miss our Live Q&A! Weโ€™ll be answering questions from the community during the stream.[/p][hr][/hr][p][/p][h2]๐Ÿ“บ Missed a Stream? No Worries![/h2]

2025.2.12.1 Pandemic Save UI Live on Experimental + Pathfinding Sit-Down

[p][/p][h2]Developer Update This Week[/h2][p]We shipped the second pass of the Pandemic Save System, which adds the Save and Load UI on Experimental.[/p][p]The first pass went live Friday through a console command. This pass moves it into a real UI so you can actually use it without commands, and we can start hardening the full user flow.[/p]
  • [p]Save + Load UI is live on Experimental right now[/p]
  • [p]We are cleaning up the UI, removing negative space, and tightening the flow[/p]
  • [p]The Load menu will show which Custom Game Options were used for each save so you can tell runs apart[/p]
  • [p]Configurable autosave intervals are being added[/p]
  • [p]The system will always keep the most recent 3 saves[/p]
  • [p]We are actively hunting down Save and Load bugs reported by testers[/p]
[h3]Early game balance (Sparrow and Engineer changes)[/h3]
  • [p]Engineer is getting a LAW added to help address T1 counters against the Juggernaut. More details on this soon![/p]
  • [p]Sparrow is gaining a hellfire missile in the next week that will allow you better counter juggernaut's in T1[/p]
[h3]Operators[/h3]
  • [p]P90 (SMG) and HCAR (LMG) are both in the game now[/p]
  • [p]You can start leveling SMG and LMG progression to unlock and use them[/p]
  • [p]We are continuing at 1 to 2 weapons per week through February to finish the Operator from a base weapon standpoint. They still need refinement and polish after Civilian Evac[/p]
[h3]Pathfinding Sit Down[/h3][p]Experimental includes systemic vehicle pathfinding fixes, but if you still see issues, we want to see them live.[/p][p]Friday at 7:00 PM Eastern we are hosting a Discord sit-down for pathing and formation issues.[/p]
  • [p]The programmers will not be playing[/p]
  • [p]You must share your screen live and reproduce the issue or load a save[/p]
  • [p]Screenshots will not be accepted[/p]
[p][/p][p]We will have more to share on Saturday during CERC HQ as we continue pushing toward Civilian Evacuation mid to late February.[/p][p]New Operator Skin for Honzo Lee called Urban[/p][h2]Patch Notes[/h2]
  • [p]Fixed background audio toggle not working under audio settings thanks! [/p][p]https://steamcommunity.com/app/979640/discussions/0/3422186614307268124/[/p]
  • [p]CepheusProtocol!UPanelWidget::GetChildrenCount() Fixed crash on widget from [/p][p]https://discord.com/channels/469412014427602944/1471026570310189066/1471026570310189066[/p]
  • [p]Fixed a failure in the cleanup pass where offline games could fail to load because of a overzealous cleanup pass for preplaced LDD assets[/p]
  • [p]Fixed scout drone rotor blur staying on when engines are off.[/p]
  • [p]Crash fix for !bPostEvaluatingAnimation[/p]
  • [p]Fixed an instance where grenades would fail to garbage collection/be deleted. Will fix clients seeing the satchel countdown when they join a game too long after its no longer relevant.[/p]
  • [p]Added a dynamic scaling + custom render depth to the patrol object to make it more obvious when they are used.[/p]
  • [p]Reworded Patrol to make it more clear how to use it and how it works[/p]
  • [p]Refactored some Mortar logic that disallowed units too aggressively from firing if allied helicopters were overhead. Cleaned up some failsafe's that could block firing sometimes[/p]
  • [p]Fixed spitter flying away whenever they are killed .[/p]
  • [p]Fixed the main menu incorrectly resetting the Pandemic activity log to give hosts time to backup their log if they want[/p]
  • [p]Fixed Abrams and bigger vehicles being able to shoot while parachuting which would allow them to "flip" over from the force applied to shoot https://discord.com/channels/469412014427602944/1328461311599968318/1470988237530071092[/p]
  • [p]Removed debug Cerberuss from map Bay area beta[/p]
  • [p]Unarmed Units on Patrol/Attack order no longer "pause" [/p][p]https://discord.com/channels/469412014427602944/1328461311599968318/1470980752421290079[/p]
  • [p]Updated tooltips under visual options to be more clear on when and how they work[/p]
  • [p]Added a ban system that is managed via a JSON file under Cepheus Protocol\\CepheusProtocol\\Saved\\Moderation because of reported trolling [/p]
    • [p]Added a ban list to the player list when a host presses F1 and a local JSON database for server hosts to keep a persistent ban record[/p]
      • [p]We added the ability to ban users permanently from any game session you ever host. Users also show up in the "activity log" [/p]
      • [p]so if you decide you want to ban someone later on you can look them up in ActivityLog.ini under Cepheus Protocol\\CepheusProtocol\\Saved . As all player actions are logged here! for the last Pandemic session only on the host machine[/p]
      • [p]Ban lists can be shared easily online and users can maintain their own blacklists. We will look into an official ban list in the future that servers can opt into so we can track bad actors and allow hosts to filter them out by default. [/p]
[p][c]{[/c][/p][p][c] "Bans": \[[/c][/p][p][c] {[/c][/p][p][c] [/c][/p][p][c] }[/c][/p][p][c] ][/c][/p][p][c]}[/c][/p]
  • [p]Set up a fix for Population Tents failing to restore their population limit increase on loading a save[/p]
  • [p]Set up custom game settings to properly save/load per-file[/p]
  • [p]Updated gate-loading to properly re-enable the 'automatic check for units' loop if automatic was on, instead of having to toggle it on/off =Gate-loading will also fast-forward the open/close animation on load[/p]
  • [p]Fixed up Engine Component to save/load its engine speed and load it more safely [/p]
  • [p]Applied a fix to SOC construction points disappearing if the SOC attached to them gets destroyed[/p]
  • [p]Committed some pathing improvements to gate interactions, refined some landscables that vehicles would malfunction when impacting. [/p]
  • [p]Tweaked the cost of pathing for vehicles a bit more so they path find better[/p]
  • [p]Adjusted the sizes of infected far-distance markers and colors so all infected have unique colors [/p]
  • [p]P90 added to operator, [/p]
  • [p]Mini tweak to ar recoil, [/p]
  • [p]increased p90 damage. [/p]
  • [p]Fixed pooling issue with unit overhead icons[/p]
  • [p]Fixed various projectile trail effects disappearing instantly on hit.[/p]
  • [p]Reduced the intensity of infected markers in Night vision.[/p]
  • [p]Reduced the intensity of lit world buildings' windows in Night vision.[/p]
  • [p]UPDATED HCAR RECOIL for Operators[/p]
  • [p]Improved Backdrop mountain materials.[/p]
  • [p]Crash fix for https://steamcommunity.com/app/979640/discussions/0/760680362677623094/?ctp=2[/p]
  • [p]Fixed Structures sometimes failing to match their load data[/p]
  • [p]Fixed up walls getting the 'wrong mesh' when loading from a save[/p]
  • [p]Skycrane loading greatly improved so it no longer resets back to the carrier on load[/p]
  • [p]Fixed a rare power component crash in FinalizeMeshAfterConstruction[/p]
  • [p]Replication- and savegame-related fixes so Supply values (ammobox, barracks, etc.) save properly, and display properly on clients when loaded[/p]
  • [p]Fixed destroyed landscape objects not syncing their state if they were destroyed previously[/p][p][/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][/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]
๐ŸŽ™๏ธ Next CERC HQ โ€“ Livestream Details
[p]๐Ÿ•” When: Weekly Saturdays โ€“ 3 PM EST (New Time!)[/p][p]๐Ÿ“บ Where to Watch:[/p][h3]๐Ÿ’ฌ Topics We'll Cover:[/h3]
  • [p]Co-op Progress[/p]
  • [p]Total Revamp based on Community Feedback[/p]
  • [p]Level Design Updates[/p]
[p]๐ŸŽค Donโ€™t miss our Live Q&A! Weโ€™ll be answering questions from the community during the stream.[/p][hr][/hr][p][/p][h2]๐Ÿ“บ Missed a Stream? No Worries![/h2]

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 use the ` key to access the console[/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]
๐ŸŽ™๏ธ Next CERC HQ โ€“ Livestream Details
[p]๐Ÿ•” When: Weekly Saturdays โ€“ 3 PM EST (New Time!)[/p][p]๐Ÿ“บ Where to Watch:[/p][h3]๐Ÿ’ฌ Topics We'll Cover:[/h3]
  • [p]Co-op Progress[/p]
  • [p]Total Revamp based on Community Feedback[/p]
  • [p]Level Design Updates[/p]
[p]๐ŸŽค Donโ€™t miss our Live Q&A! Weโ€™ll be answering questions from the community during the stream.[/p][hr][/hr][p][/p][h2]๐Ÿ“บ Missed a Stream? No Worries![/h2]