Cepheus Protocol
Steam News 7 November 20256mo ago

Patch Notes 2025.11.7 - public-playtest Treasure Island Now playable!

Patch Notes: [carousel autoadvance="true"][/carousel] If a unit is inside a vehicle and it dies and it will land in an unnavigable space by falling it will now kill that unit Improved the damage calculation to make unit…

Update log

Full Cepheus Protocol update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

9 fixes1 addition12 changes0 removals
  • Balance
  • Fixes
  • Gameplay
  • Server
  • UI and audio
  • Performance
changedPatch Notes:Improved the damage calculation to make units being in a destroyed vehicle roll damage randomly
fixedPatch Notes:Fixed a bug where when an Operator would die max distance meters wouldn't reset from OPerator centric settings
fixedPatch Notes:Fixed juggernauts not properly targeting helicopters + increased chance to throw objects to 100% when wanting to target a helicopter in the air
changedPatch Notes:Updated the ActiveOperatorsDisplay to be larger, so it should be a lot easier to read =Also gave it a maximum vertical size, and set it to always absorb mouse scrolling when hovered
changedPatch Notes:improved Infected + Chelsey's AI abilities to target moving units with Melee attacks
changedPatch Notes:Clients that crash/disconnect have 300 seconds to reconnect before their operators are deleted now

Patch Notes:

[carousel autoadvance="true"][/carousel]

  • If a unit is inside a vehicle and it dies and it will land in an unnavigable space by falling it will now kill that unit

  • Improved the damage calculation to make units being in a destroyed vehicle roll damage randomly

  • All TI Walls and fences now converted to removeable objects, with proper collisions.

  • Speculative fix for radio music sometimes incorrectly "looping"

  • Set up logic so Infected structures will be properly visible while constructing (so no more 'spine turrets able to shoot you before they are visible', hopefully)

  • Some visual FX bug fixes to make tracers more accurate

  • Set up Build Progress Meters to have a 'max distance' at which they're displayed, in Operator mode (customizable in settings)

  • Fixed a bug where when an Operator would die max distance meters wouldn't reset from OPerator centric settings

  • Fixed juggernauts not properly targeting helicopters + increased chance to throw objects to 100% when wanting to target a helicopter in the air

  • Updated the ActiveOperatorsDisplay to be larger, so it should be a lot easier to read =Also gave it a maximum vertical size, and set it to always absorb mouse scrolling when hovered

  • improved Infected + Chelsey's AI abilities to target moving units with Melee attacks

  • Clients that crash/disconnect have 300 seconds to reconnect before their operators are deleted now

  • Added in level based repairing speed for Engineers as a test. Updated some backend cheat commands for devs only

  • Speculative fixes to resolve some issues with grenade throwing can get "stuck"

  • Fixed some crashes with Grenades/ Abilities causing server crashes during a map swap if done at just the right time

  • Improved client/server side conversion code and ensured that people that join mid game don't have to play the infection conversion animation again and skip to syncing their state

  • Adjusted MGL so it has a proper drop off when fired from a Operator,

  • Fixed units sometimes rappelling out of a helicopter and not properly reshowing their weapon

  • Smoothed out 'time widget' addition to top-right of Operator HUD to deactivate (instead of remove) when leaving Operator mode (hopefully will be kinder to memory) =On deactivation, will stop updating the time display so it should remain cheap when operator HUD is gone

  • Set up TopRightInfoWidget to show the day/clock display when in operator mode

  • Helicopter landing adjustments to make it hopefully more reliable on inclined locations

  • Updated some unit selection handling to better respond to unit ability usage, so clientside unit selection for move commands won't 'malform' if at least one unit is selected while using a movement-blocking ability

  • Enhanced replication for Skycrane DropPosition/Rotation to use a custom struct that uses a lot less memory, and to properly update the building preview for the attached structure as needed

  • Fixed Steam user reported bug https://steamcommunity.com/app/979640/discussions/1/614304582405034257/

  • Updated some unit selection handling to better respond to unit ability usage, so clientside unit selection for move commands won't 'malform' if at least one unit is selected while using a movement-blocking ability

  • Adjusted from Float rounding issues that made healing structures way too forgiving

  • Applied crash fixes

    https://discord.com/channels/469412014427602944/1433895189298282526/1433895189298282526

  • Applied crash fixes https://discord.com/channels/469412014427602944/1435354904926621849/1435354904926621849

  • Fixed a late joiner issue with skycrane cables

  • Fixes for late-joining client building visibility (building preview for any buildings currently on skycrane will be incorrect, but will resolve once building lands)

  • Fixed structures being invisible for clients joining mid game

  • Fixed Auto assist for engineers failing in some situations

  • Fixed it so clients reobtain their assigned color if they reconnect within 300 seconds of a crash/disconnect

  • If a client crashes when in split money mode it

Source

Steam News / 7 November 2025

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