In this update15
Full notes
Full Cepheus Protocol update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Performance
- Balance
- Server
- Security
- Gameplay
Cepheus Protocol changes
Developer Update This Week
Save and Load System Expansion
Continued System Coverage
This week was heavily focused on expanding Save and Load support across additional systems.
Save and Load support has now been implemented for:
Projectiles
Grenades
TOW systems
Flares
Select airstrikes
Not all airstrikes are currently supported.
The following are not yet saving and loading correctly:
MOAB
Gas Attack
Dragon
These remain excluded for now and will be addressed next. Please refer to the list at the bottom of the Save and Load tracker for full status details.
A significant portion of development time also went into fixing desync issues, multiplayer inconsistencies, and general stability problems discovered during live testing.
Multiplayer Stress Testing
We ran several gameplay balance tests sessions with up to 10 players over this week on discord publicly.
Between Day 5 and Day 10 of those sessions, we identified network degradation under sustained load. What began as balance observation turned into a deep replication and bandwidth stress test.
We collected from those present in the balance test:
Player logs
Save files
Replication behavior data
Using that information, we recreated the failure points internally and identified where replication cost was ballooning. Several community suggestions were also implemented and are reflected in the patch notes.
Network Optimization Results
After restructuring key replication paths, overall network traffic cost was reduced by approximately 70 to 80 percent.
For players, this should translate into:
Increased stability at higher player counts
Reduced late game desync escalation
Improved host performance under heavy load
Replication cost scales with player count. Every additional client increases outbound state replication from the host. Reducing baseline replication overhead was critical for scalability and large sessions!
Client Simulated Projectiles
Architectural Shift
Projectiles are now client simulated while remaining fully server authoritative for damage.
The flow now operates as follows:
The server calculates and validates damage
Clients deterministically simulate projectile visuals locally
Authority remains strictly on the server
Clients do not determine outcomes. They only reconstruct visuals from server instructions. This significantly reduces bandwidth while maintaining security and integrity.
This is the first implementation of this system and is currently available only on Experimental.
Because this system also integrates with Save and Load, it requires live stress testing before public release. We will be monitoring for issues involving:
Saved projectile state
Late join synchronization
Cross client consistency
Internal testing has not produced breakage so far.
Infrastructure and Power Rebalance
Increased Strategic Weight
This Experimental patch also introduces structural balance adjustments centered around power and logistics.
Previously, expansion could occur with minimal infrastructure consideration. Power functioned more as a soft requirement than a strategic constraint.
Changes now include:
SOC's require active power
Increased power costs across major structures
Tier 2 and Tier 3 generators carry real strategic value
Barracks, Motor Pool, and related structures require stronger planning
The intent is to increase the weight of:
Builders
Infrastructure
Logistics chains
Territorial expansion planning
Expanding into new zones now requires deliberate infrastructure rather than opportunistic placement.
We are specifically looking for feedback on pacing and pressure introduced by these adjustments.
Ongoing Stability Work
In addition to Save and Load expansion, we continued working on:
Multiplayer desync reduction
Replication optimization
Save and Load bug fixes
General performance improvements
The Save and Load system is approximately 3/4's complete. The target is to reach functional completion by Monday or Tuesday of next week. Once that milestone is reached, development focus will shift fully toward pathfinding, desync cleanup, and systemic polish.
March Roadmap and Short Term Priorities
March is about locking the rebuild foundation and finishing the remaining carryover items. Some February work is continuing into early March by design. We are prioritizing long term stability over rushed deadlines. To be direct, we rushed major systems in Legacy and it created instability, and we are not repeating that mistake. It is fair to be excited for Civilian Evacuation, but we need the next week or so to iron out what is already in place. We appreciate the continued patience while we work through the remaining items below.
After we wrap up the save/load early next week ->
First up: Player Concerns feedback from this poll
Pathfinding improvements and formation system fixes
Bug fixing across Pandemic and core systems
Small quality of life changes that improve flow and usability
Runner up: Remaining Roadmap Elements Before Civilian Evac
Infected Birds to improve mid and late game Infected counters so sessions do not overly rely on Juggernauts
AJAX Avenger
SAM Site Turret
Civilian Evacuation Roadmap
Once the above stability work and Infected Birds are complete, we will shift fully into Civilian Evac.
Each player to manage their own evacuation camps
Full multiplayer compatibility
Single player parity
Link to Civilian Evacuation Steam thread
Patch Notes
Also in this patch
MP5 was added to the Operator (Under the SMG specialization)
MDR was added to the Operator(Under the DMR specialization)
More Save Load support for the Direct Strike, White Phosphorus ( MOAB, Gas Dragon not done yet)
Client Side Prediction added for Projectiles (Lowers network traffic by a HUGE amount)
Tons of Network traffic Optimizations overall network traffic was cut by 70-80%. (Faction XP, Gibbing Data, Impact FX, and other various elements were heavily network optimized)
Airstrike optimizations
Nerfed smaw and Hellfire damage to Chelsey and Increased enraged DR when she gets below 50% health
Increased base hellfire damage slightly
MLRS projectile speed increased + Damage Radius
Fixed up weapons to restore a relative 'last fire time' when saving/loading (so weapons with noticeable fire intervals, like spine turrets, don't get to fire instantly on loading save)
Updates to client building placement to reduce or fully block attempts to 'set down multiple buildings on same spot' by spam clicking
Updated Cannon turret weapon icon.
Updated SOC icons and Doctrine descriptions.
Updated VADS turret weapon icon.
Updated Scout drone move preview.
Muzzle Flash System reworked to solve desyncs & Stutter (Operator might have some issues going into Monday its a known issue we are looking into)
Fixed Turret Flashlight dancing bug on clients at night time
Fixed Flashlight attaching to the wrong location on turrets
Fixed Muzzle FX attaching to the wrong location on Turrets
Fixed Engineer/ Medic sometimes canceling a sprint order when they saw an enemy
Fixed Projectiles after the client simulation update causing bogus collision at impact points
Fixed Engineer Auto repair not working for CERC structures
Adjusted some Power costs for the CERC Generator
Updated garrison sockets for the Medical Ajax
T1-T3 power audited to make them cost effective based on physical size + costs
Updated Ajax non-driver seats to be angle-locked for now, to stop 'rotating seats' issues
Resolved a fog of war issue where infected seeing a CERC structure would force that structure to "wake up".
Added arrow key movement for RTS
Fixed ToggleAutoRefillAmmo and RefillAmmo commands (for turrets) not functioning
-Fixes for PlayerFaction-related 'race conditions' for clients: for clients this should greatly reduce instances of FOW vision, unit overhead UI, or unit visibility being 'incorrect' on late-joining or being a lobby that then loads a save
Slightly increased visibility of Gas tower AOE markers.
Updated A-10 gun run effects to spawn decals at Low settings.
Increased Gas Tower health from 7500 to 12000.
Gas Tower Reduced build speed by 50%
Half Moon Bay and Treasure Island Zone borders were redrawn to better support the turret/guard tower build restrictions.
Blocked Radioman being ferried on helicopters from expanding the call in area
Made the minimum Attack faction 1 as setting it to 0 makes it revert back to stock numbers and removes the override
Fixed another reported crash on the Operator
Fixed visual bug on unit details panel for Power requirements
Fixed toggle sprint not working
Fixed MGL not working properly on Operators when you have AI use the weapon. They would always never account for the grenade drop
Increased cooldown for Infection Pods & Gas Towers to 90 and 180 after they are destroyed to bring down the "wack a mole"
Increased Requestion center XP tick by 50%.
Rebalanced power requirements for T3 walls/gates
Made Ammo tents cost power as with medical tents to Operate!
Ammo Tent renamed into supply centers for all unit types for Gas/Ammo/Supply now supplies universally.
Added new Power and infrastructure costs to all CERC structures including SOCS.
Made SOCS T2-T3 require teching up through the Doctrine Tree
Lower Bounties on Pandemic for killing all Infected types by 50%
Lowered M2 Sentry reserve ammo by 50%
Attack Move support added for Save/Load
Bradley TOW now works for Save/Load
Projectiles now Save/Load
Increased Turret limit per zone to 12 like in legacy
Fixed logic bug that allowed juggernauts to keep adding spawns after Day 6+. It could get up to crazy numbers
Fixed a logic bug that could cause infected to freeze in combat
Adjusted Chelsey's Spawn/Location placement code to stop her from sometimes going into the ground
Fixed an issue with Structure getting the wrong Wall variant when save/loading
Updated Guard Tower loading to properly spawn Tower Guards when construction is completed after being loaded from a save while still in the 'construction hologram' state
Combat Flare Save/Loads
Rally Points for clients Save/Load now (only if you're there at join time)
Adjusted Custom Game Options and the Options Widget to have a darkened background behind the 'hover tip info' section, to make it more readable
Fixed a bug where save/loading while a Skycrane was delivering a structure it would teleport back to the carrier and stay there
Known Limitations with save system
Most combat in Cepheus Protocol is hit scan, so the majority of gameplay is unaffected by saving mid-action. A small number of transient objects still require additional handling if you save at the exact wrong moment.
Updated save TBD list:
Call in system (Only MOAB, Gunship & Gas don't Save/Load)
Stun system
🎙️ Next CERC HQ – Livestream Details
🕔 When: Weekly Saturdays – 3 PM EST (New Time!)
💬 What is CERC HQ:
Welcome to Cepheus Protocol HQ, your ultimate weekly briefing on all things Cepheus Protocol! Join the Halcyon Winds team as we explore the latest updates, reveal behind-the-scenes development stories, and answer community questions about the game. From exciting new features to design challenges, this is your all-access pass to the evolving world of Cepheus Protocol. Tune in every week and stay ahead of the outbreak!
Co-op Progress
Total Revamp based on Community Feedback
Level Design Updates
📺 Where to Watch:
🎤 Don’t miss our Live Q&A! We’ll be answering questions from the community during the stream.
📺 Missed a Stream? No Worries!
Spotify Podcast Archive (VODs may take 24 hours to appear)
Source
Changelog.gg summarizes and formats this update. How we read updates.
