Cepheus Protocol
Steam News 24 November 20255mo ago

Patch Notes 2025.11.23.2 - public-playtest - Custom Game options now in!

Patch Notes: Custom Game Options added to Pandemic it supports the following: Some Infected configurables We also added a new "presets" directory on our workshop expanding support for sharing presets. They are JSON file…

Update log

Full Cepheus Protocol update

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

Extracted changes

13 fixes9 additions4 changes1 removal
  • Gameplay
  • Workshop
  • Maps
  • Fixes
  • Performance
  • Server
addedPatch Notes:Custom Game Options added to Pandemic it supports the following:
addedPatch Notes:We also added a new "presets" directory on our workshop expanding support for sharing presets. They are JSON files
addedPatch Notes:Some settings can be adjusted live but keep in mind some dont take affect till after a new one of that type have been spawned. You can see an example of this live from last weeks CERC HQ. If you want to edit the game live do so as the host or in standalone by pressing "esc" and going to the Custom Game options.
addedPatch Notes:Gun range added to main menu
addedPatch Notes:New Pandemic map from Legacy! Operation Stray Ember is in and available for play! [carousel autoadvance="true"][/carousel]
addedPatch Notes:Added a 'Reset' button to the Custom Game Options widget

Patch Notes:

Custom Game Options added to Pandemic it supports the following:

Some Infected configurables

We also added a new "presets" directory on our workshop expanding support for sharing presets. They are JSON files

json custom game options "example"

[c]{[/c]

[c] "customUnitSettingsMap":[/c]

[c] {[/c]

[c] },[/c]

[c] "blockedUnitSpawns": [[/c]

[c] "Infected_Structure_GasTower"[/c]

[c] ],[/c]

[c] "customDaytimeTimescaleSetting": "None",[/c]

[c] "customDayLengthInSeconds": 300,[/c]

[c] "customNightLengthInSeconds": 300,[/c]

[c] "customStartingHour": -1,[/c]

[c] "startingMoney": -1,[/c]

[c] "customGameSettingsVersion": 1,[/c]

[c] "garrisonTentPopulationValue": -1,[/c]

[c] "profileName": "Test1"[/c]

[c]}[/c]

Some settings can be adjusted live but keep in mind some dont take affect till after a new one of that type have been spawned. You can see an example of this live from last weeks CERC HQ. If you want to edit the game live do so as the host or in standalone by pressing "esc" and going to the Custom Game options.

  • Gun range added to main menu

  • New Pandemic map from Legacy! Operation Stray Ember is in and available for play!

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

  • Added a 'Reset' button to the Custom Game Options widget

  • Fixed from Ability Component related instability when switching maps that could cause crashes

  • Infected now chirp and make mor ambiance noise when moving around the map. When they have a combat they will hyperventilate and get excited . Added some more ambiance sound fields to all infected types

  • Guard Tower related fixes to resolve some issues with units getting confused when attacking a Guard Towers sometimes

  • Fixed a regression from Infected failing to attack targets sometimes due to a recent improvement to how AI choose target locations

  • Fixed a logging crash for Aimed Ability

  • Set up Structure 'death' logic to no longer delete garrisoned units (instead leaving that to the GarrisonComponent, as is correct)

  • Fixed Tower Guards not always cleaning up after their death in some circumstances . Guard Tower units no longer have 'lingering ghost AI' that can cause crashes once guard tower dies

  • Fixed some issues with units dying in terms of client/server sync

  • Fixed GetRTSCamera() call in UUnitComponent failing when you are in Operator Mode (which could cause units to fail to properly deselect/de-group/etc.)

  • Specualitive fixes to resolve a bug where Abilities or unit selections could get in a bugged state that could cause crashes

  • Fixed up the 'preview meshes' used for the Turret holograms (during placing them down for construction) not having any collision (which allowed 'stacking' turrets on exact same space)

  • fixed some ik inconsistency with the generic op. needs animation polish with wrist rotation

  • fixed sound being lower vs when crouched

  • Added 3 male standard infected mesh

  • sound tweaks to ak105, evolys and m4

  • Zone spelling correction on Bay Area map

  • Continuing to refine and hunt down Pathfinding issues, There were some regressions in performance over the weekend as we were tweaking and finding the right settings for path finding cost in terms of CPU. This bulld put another candidate out to attempt to resolve any lingering issues and balance out performance further.

  • Fixed bad SOC placement in Bay area that blocked placement

  • Fixed an issue with unit weapons hiding/unhiding improperly when rappelling from helicopters

  • SOC holograms excluded from HLODS so they dont "phase" in when zoomed out

  • Fixed animation issue with medic healing

  • Safety added to VisionGridUpdateUnitPositions() from

    https://discord.com/channels/469412014427602944/1436768359298629722/1436768359298629722

  • Speculative fix for IsTargetOutOfRangeAndHandleMovement() from

    https://discord.com/channels/469412014427602944/1436791835329560689/1436791835329560689

  • Some problematic rocks were adjusted on Bay Area that were causing navigation/path finding issues

  • Fixed some instances were CERC units would refuse to fire a Structures if they were "Slightly" more

Source

Steam News / 24 November 2025

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