Cepheus Protocol
Steam News 12 February 20263mo ago

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

Developer Update This Week We shipped the second pass of the Pandemic Save System, which adds the Save and Load UI on Experimental. The first pass went live Friday through a console command. This pass moves it into a re…

Update log

Full Cepheus Protocol update

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

Extracted changes

8 fixes6 additions7 changes2 removals
  • UI and audio
  • Gameplay
  • Balance
  • Store
  • Performance
  • Fixes
addedDeveloper Update This WeekWe shipped the second pass of the Pandemic Save System, which adds the Save and Load UI on Experimental.
changedDeveloper Update This WeekThe 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.
changedDeveloper Update This WeekSave + Load UI is live on Experimental right now
changedDeveloper Update This WeekWe are cleaning up the UI, removing negative space, and tightening the flow
addedDeveloper Update This WeekConfigurable autosave intervals are being added
addedEarly game balance (Sparrow and Engineer changes)Engineer is getting a LAW added to help address T1 counters against the Juggernaut. More details on this soon!
We are continuing at1 to 2

Developer Update This Week

We shipped the second pass of the Pandemic Save System, which adds the Save and Load UI on Experimental.

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.

  • Save + Load UI is live on Experimental right now

  • We are cleaning up the UI, removing negative space, and tightening the flow

  • The Load menu will show which Custom Game Options were used for each save so you can tell runs apart

  • Configurable autosave intervals are being added

  • The system will always keep the most recent 3 saves

  • We are actively hunting down Save and Load bugs reported by testers

Early game balance (Sparrow and Engineer changes)

  • Engineer is getting a LAW added to help address T1 counters against the Juggernaut. More details on this soon!

  • Sparrow is gaining a hellfire missile in the next week that will allow you better counter juggernaut's in T1

Operators

  • P90 (SMG) and HCAR (LMG) are both in the game now

  • You can start leveling SMG and LMG progression to unlock and use them

  • 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

Pathfinding Sit Down

Experimental includes systemic vehicle pathfinding fixes, but if you still see issues, we want to see them live.

Friday at 7:00 PM Eastern we are hosting a Discord sit-down for pathing and formation issues.

  • The programmers will not be playing

  • You must share your screen live and reproduce the issue or load a save

  • Screenshots will not be accepted

We will have more to share on Saturday during CERC HQ as we continue pushing toward Civilian Evacuation mid to late February.

New Operator Skin for Honzo Lee called Urban

Patch Notes

  • Fixed background audio toggle not working under audio settings thanks!

    https://steamcommunity.com/app/979640/discussions/0/3422186614307268124/

  • CepheusProtocol!UPanelWidget::GetChildrenCount() Fixed crash on widget from

    https://discord.com/channels/469412014427602944/1471026570310189066/1471026570310189066

  • Fixed a failure in the cleanup pass where offline games could fail to load because of a overzealous cleanup pass for preplaced LDD assets

  • Fixed scout drone rotor blur staying on when engines are off.

  • Crash fix for !bPostEvaluatingAnimation

  • 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.

  • Added a dynamic scaling + custom render depth to the patrol object to make it more obvious when they are used.

  • Reworded Patrol to make it more clear how to use it and how it works

  • 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

  • Fixed spitter flying away whenever they are killed .

  • Fixed the main menu incorrectly resetting the Pandemic activity log to give hosts time to backup their log if they want

  • 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

  • Removed debug Cerberuss from map Bay area beta

  • Unarmed Units on Patrol/Attack order no longer "pause"

    https://discord.com/channels/469412014427602944/1328461311599968318/1470980752421290079

  • Updated tooltips under visual options to be more clear on when and how they work

  • Added a ban system that is managed via a JSON file under Cepheus Protocol\\CepheusProtocol\\Saved\\Moderation because of reported trolling

    • Added a ban list to

Source

Steam News / 12 February 2026

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