Update log
Full Cepheus Protocol update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Server
- Performance
- Balance
- Fixes
Developer Update This Week
Save and Load System
This week was overwhelmingly focused on Save and Load.
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.
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.
In multiplayer, the logic mirrors this behavior. When a save is loaded:
• Operators are reassigned back to their original RTS players when possible • If a corresponding client cannot be found within a reasonable time window, the Operator is refunded
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.
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.
Networking and Client Side Prediction
Client side prediction for vehicles of all calibers is now implemented.
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.
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.
Upcoming Focus: Civilian Evac and Core Fixes
With Save and Load nearing completion, attention is shifting toward preparing for Civilian Evac.
This includes:
Pathfinding fixes
Performance optimizations
General bug cleanup
Infected Birds
Additional quality of life improvements
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.
We appreciate the continued patience while we push through this stabilization phase.
Patch Notes
Also in this patch
Cleaned up description for Custom attack interval to make it more clearer what it does
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
Added Hellfire Missile to Sparrow as a T1 counter towards armor
Added LAW as to the Engineer as a T1 counter towards armor
Fixed a Loading issue that could duplicate Chelsey and/or her pod
Fixed a MLRS visual sync bug where after reload sometimes they would desync
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!)
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
Fixed up rubble mode walls to properly load in rubble mode
Updated structure upgrading to send out a warning when trying to upgrade a structure that's in Rubble Mode, instead of silently failing
Updated destroyed player walls to be selectable (so you can clear them)
Source
