Update log
Full Cepheus Protocol update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Fixes
- Performance
- Balance
- Server
- Security
- Gameplay
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
Source
