2026-07-30

Gameplay Balancing, Technical Improvements, and Spectator Mode released

Major Update on July 30 — 1.1.1

A new update for the main version of the game has arrived. Observer Mode, updated maps, improved performance and connection stability, a wide range of changes from the PTE branch, and, of course, many more QoL features and bug fixes.

Please note that today, July 30, starting at 13:00 MSK, the servers will be temporarily unavailable during the build deployment. Based on our current estimates, the maintenance should take up to 3 hours.

Added a new objective zone and spawn layout for “Chernyakhovsky District”, “Jelgava Pils”, “Bay of Winds”, and “Kaliningrad”.

•Added a new, significantly more advanced LOS Tool.
•Added the first iteration of Observer Mode.
•Added hotkeys to enable or disable weapons and real vision for the selected unit.
•Added the ability to save and share color presets for unit labels.
•Improved the visualization of unit paths and action queues.
•Added an in−game chat during the map and deck selection phase, as well as on the post−match results screen.
•Added the ability to mute players through the in−game chat (which also hides their markers).
•Improved various UI elements and unit voice lines.
•Max camera height increased — [100 m]
•Multiple performance improvements across the board.
•Improved server−side processing of damage−over−time effects.
•Improved the logic used for pre−checking server availability for the entire lobby.
•Various improvements to interaction with unit ghosts.

→⠀ Ghosts can now be dragged and dropped through their labels and no longer appear near the cursor when purchasing units.

•Added a new replace option for the selected unit in the editor.
•Added new “Altitude Change” and “Force Fire” nodes.
•Added a cargo filter to “OnTriggerEnter”, “OnTriggerExit”, and “CountUnits” nodes.
•Added support for dead units in the “Split Unit” and several other nodes.
•Improved “OnArtyShot” node.
•“SetAmmo” and “SetFuel” now synchronize correctly over the network.

REVERTED CHANGES

•Removed deployment delay when dismounting infantry from ground transport.
•Replaced the infinite “Supply” ability with a new limited munition ability.
•“Sneak” ability removed from all vehicles.
•Reverted infantry healing rate from supply dumps.
•Aim−time for all aircraft air−to−air missiles reverted — [0 → 1 sec]
•Smoke screen duration from artillery standardized — [60 sec]
•Removed the 100% Cover Ignore value from ground−launched ballistic missiles with cluster warheads.
•T−72B, availability limit reverted — [9 → 6]
•T−72B3, availability limit reduced — [6 → 4]
•SEAD and cruise missiles removed from the target list for the following weapons:
•9M342 Igla−S  ·  FIM−92K Stinger  (only for radar−equipped SHORADs).
•9M33M3  (missile for 9K33M3 Osa−AKM)  ·  9M311  (missile for 2K22M Tunguska−M).
•AGR−20 APKWS  (rocket for LAND−LGR4 Fletcher on M1265 Stryker SHORAD).

GAME CORE

•Added a new dynamic Income system.
•Added a maximum reserve call-in limit of 1500 pts.
•Added a new “Conquest” game mode.
•Captured objective zones now generate conquest points over time.
•Wargoal limit scales with the difference in controlled objective zones between teams.
•Destruction points rules remain unchanged.
•Compensation between phases has been removed.
•Increased resurrection timers after death for all units.
•Spawn sides for both teams are now assigned randomly in standard matches.
•Delay between bursts of automatic weapons for vehicles is no longer affected by stress.
•Resupply radius from supply dumps has been increased — [50 → 75 m]

INFANTRY SQUADS

•All infantry small arms have been reworked.
•LATs base stress value multiplier increased — [.cal × 2 → .cal × 4]
•UBGLs base stress value multiplier reduced — [.cal × 1 → .cal × 0,5]
•Infantry resist system inverted (the full % available to the squad in a “Calm” state, moderate in “Shock” and minimal in “Panic”).
•“Shock” and “Panic” states for infantry are now more distinctly separated.
•Suppression penalty to the aim−time increased — [×1 → ×2, shock] and [×2 → ×3, panic]
•Squad loss prioritization system has been adjusted.

→⠀ Defines the order in which squad members are lost when taking enough damage.

•Added an over−damage system with a threshold of 38 DMG, allowing weapons to ignore infantry resist in open fields.
•Base tier optics for infantry have been increased — [1200 → 1400 m]
•Aim−time for all infantry ATGMs (except terminal−guided missiles) standardized — [1−2 sec]
•Infantry firing positions inside buildings have been adjusted to more easily hit tank roof armor:
•~100 m from a 5−storey building.
•~200 m from a 9−storey building.
•~400 m from a high−rise building.
•VDV Shturm, TBG−7V ×6 loadout replaced with PG−7VR ×3 + TBG−7V ×3  /  RPK−74M Kashtan swapped for AK−74RMO.
•Added a new custom loadout for VDV DSh:
•VDV PKP  [60 pts] — AK−74RMO ×3  ·  GP−34 · PKP−M ×2  ·  RPG−7V  (PG−7V ×6, 500 mm)
•Gv. Motostrelki, additional RPG−28 added — [4 → 5]
•AGS−17 Plamya, removed from Motorized Brigade.
•Added a new custom loadout for PTO Metis:
•Motopekhota AGS  [70 pts] — AK−74M ×6  ·  GP−34  ·  PKP  ·  AGS−17  ·  RPG−7V  (PG−7V ×3, 500 mm)
•PDSS  (DP−64), optics reduced — [2000 → 1750 m]
•Chernye Berety, availability limit reduced — [3 → 2]  /  Reworked into a 12−man squad with two new loadouts:
•[Close−Quarters, 100 pts] — AK−103 ×9  ·  GP−34 ×3  ·  RPK−74M PBS ×2  ·  SVU−AS  ·  RShG−1 ×6
•[Stand−Off, 100 pts] — AN−94 ×9  ·  GP−34 ×3  ·  PKP−M ×2  ·  SVD−S  ·  RPG−29  (PG−29VL ×6)
•Razvedka, additional RPG−26 added — [3 → 4]  /  PKM swapped to AKM.
•Marine Raiders  (Close−Quarters), all M1014 are set as secondary weapon  /  Additional MK18 CQBR ×4 on the main slot added.
•Squad size increased — [6 → 7] — for the following units:
•Mech. Riflemen  ·  Mech. Riflemen MMG  ·  Mech. Riflemen AA  ·  Mech. Engineers
•Mech. Riflemen, additional M249E3 added.
•Mech. Riflemen AA, additional FIM−92F missile added — [4 → 6]
•Mech. Riflemen MMG, additional M240L added.
•Added a new custom loadout for Mech. Riflemen MMG:
•Mech. Dragon  [70 pts] — M4A1  ×5  ·  M240L ×2  ·  FGM−77C Dragon 3  (Ammo ×3, 750 mm)
•Airborne Recce, both loadouts reworked:
•[Standard, 55 pts] — M4A1 MOD. 2 ×3  ·  M320  ·  M2010  ·  M3E1  (tandem M751 ×4, 600 mm)
•[Next Generation Squad Weapons, 65 pts] — M7 ×2  ·  M320  ·  M250  ·  M107
↗ Source on Steam

More news