Update log
Full Cepheus Protocol update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Fixes
- Performance
- Balance
- UI and audio
- Store
Patch Notes Summary (Jan 16 → Jan 30)
AI + Vehicle Pathing
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
Fixed large vehicles attempting to route through infantry-only gates
Cleaned up navigation and collision in key zones (HMB + Treasure Island choke areas)
Performance + Stability
Fixed Niagara StackWalkAndDump micro-stutter issue in heavy combat
Fixed replicated DOT crashes under strain
Multiple crash fixes (ResourceComponentSOC, closing-game timing crash, GetAlliedUnits crash)
Projectile and spitter net traffic optimizations to reduce rubber banding
Airstrikes + Call-In System
Airstrike balance pass with cooldowns ranging from 5–7s up to 360s (MOAB) Global Cooldown system!
Updated Call-In visuals and graphics
Added Ammo Crate call-ins
Added Gas Strike to airstrike system
Dragon Gunship duration increased to 60s
MOAB now deals absolute damage (cover no longer blocks)
Juggernaut + Special Infected Fixes
Fixed Juggernaut roar causing car drop/glitch behavior
Applied fixes for Juggernaut rubber banding
Slowed down gas tower expansion speed by 50% and doubled survivable time inside gas zones by 50%
Scientist and Spitter immune to gas call in strike
Doctrines UI + Progression
Major Doctrine UI polish: resizing, spacing, margins, icon updates, localization updates
Added starting Doctrine Points option in Custom Game Settings
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
Fixed multiple doctrine unlock issues (walls, barbed wire, cannon turret, guard tower M107)
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.
Economy + Balance Adjustments
Adjusted airstrike pricing and doctrine costs based on playtests lowered overall to make them more enjoyable
Reduced Operator XP grind by ~34–40%
GC36 + New Operator Skin added under Allen Walker called "Onslaught"
Greatly reduced weapon XP requirements per level for Operators
Custom game starting money increased up to 4 million
Added the ability to set Starting Doctrine points for those that just want to bypass progression in a more casual game
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!
Weapons + Combat Updates
M203 grenade launcher ability added to Assault and as a new perk for the Operator
Assault can only get it from the Doctrine unlock
Spec ops throw demo charge added to Operators as a new ability
Demo Charge strengthened and retuned
Infantry explosives buffed vs Juggernaut
Vehicle cannon turn speed and pop cost balance pass (Bradley, Abrams, Cerberus)
Turrets lights now properly rotate when they "Look around" at night
Visual + Audio Updates
Updated loading screens from contest submissions
Fixed nights being too dark, added Moonlight lighting support
Medium GI now uses Screenspace GI, Low disables GI entirely
Fixed weapon flashlight attachment pivots and turret visual desync issues
Camo + Cosmetic Systems
Vehicle camo system implemented with replication support
Recruit Popup + Weapon Market camo selector initial pass
Added "signs" from legacy (Online support too!)
Support Pack camo unlocks are now back in the rebuild! supports online play too!
Quality of Life + Restrictions
Fixed exploit bypassing Doctrine restrictions via upgrade buttons
Added sky validation to block invalid building placement where you could build production structures over say a bridge and units would not
Source
