New features
Realistic weather system
- Dynamic weather conditions, including rain, storms, fog, and wind, both during the day and at night
- Rice fields fill up with water during rainy weather
- The weather forecast is shown on the map and in the main menu and is based on real weather data
- Player characters react to the changing weather conditions - hydration and energy deplete faster in a hot and humid environment
- NPCs are also affected - wind and rain affect their hearing, while rain and fog affect their sight
Conflict Zones
- Get alerted about ongoing PVP conflicts on the map
- Conflict Zones are created on the map when PMCs from different factions engage in a fight
- Conflict Zones stay on the map for a specific period of time, alerting players that a PVP fight is going on at this location
- Conflict Zones will disappear some time after the active firefight ends
Friend or Foe
- An improved system to detect friendly players in a fight and prevent accidental friendly fire
- Players of the same faction will have a visible armband on their arm to signal that they are friendly
- Enemy PMC players will have no armband visible, signifying they are an enemy
- An operator will warn players that a friendly player is in the area
Tracking Tags
- Purchasable trackers to help you track your gear.
- We are adding the tracking tags to the game based on community feedback. Thank you for sharing your suggestions!
- Tracking tags can be attached to equipment to track its position on the map - helpful in retrieving your body, for example
- If a player loots a piece of gear with a tracker attached, their position will be tracked as they move with the tagged equipment in their player inventory until the tracker duration expires
- Trackers cannot be removed from the tracked items, so be careful what you loot and watch your back!
Dragging bodies
- Drag your downed squadmate to a more favorable position before attending to their wounds in safety
Mortars
- Mortars make a comeback with a boom! Use them on the offense to support your attack run
- High-explosive mortar rounds can be found in the world or purchased from vendors, but they are very expensive
- Mortar strikes can be called to any location within a specific range (limited, so players cannot call mortar strikes at enemy FOBs)
- The time delay between the mortar strike being fired and the mortar shell landing is based on the distance
- Cannot be called to a location that is in proximity to friendly faction members
New vendor - Vulture
- This vendor is available at random at two of the major COPs to the faction that holds the outpost
- He sells items that have been lost by other players and despawned from the world, and some items that are not available at regular vendors
New weapons
- SVD
- MP7
- Sig MCX
- Beretta M9A1
- Colt Combat Commander
Experimental features
We introduce these features in their first iterations and want you to share your feedback - what you like about them, what you might not agree with, and what you would like to see improved.
Combat Outposts - COPs
- New points of interest on the map that bring perks to the faction controlling them
- Guarded by neutral NPC guards until captured
- PVP implementation:
- Players can capture COPs for their faction
- Once captured by a faction, the COP is defended by the faction's NPC guards, who are hostile to other factions
- Can be recaptured by another faction
- Only one faction can hold it
- Players can capture COPs for their faction
- PVE implementation:
- Any faction can claim COPs by defeating the hostile NPC guards
- COPs can be shared between factions
- Two levels
- Minor COPs
- Captured COPs can be used as respawn points instead of base camps (base camp respawn is still available)
- Players can choose to respawn at the nearest COP or the base camp
- Players can access the locker and vendors in the COP
- Players can choose to respawn at the nearest COP or the base camp
- Captured COPs can be used as respawn points instead of base camps (base camp respawn is still available)
- Major COPs
- Same as minor, but with heavier defenses, harder to capture
- In addition, a special vendor (more info below) is available at two random major COPs on the map. The controlling faction will have access to his services.
- Minor COPs
Squad Strike Missions
- Strike missions are a new addition that offers players a new way to progress through the game and creates a dynamic and unpredictable gameplay loop outside of the main campaign progression
- Strike missions appear randomly around the map and must be completed within a time limit
- They require players to be in a squad to accept and complete
Localization
- We are bringing the game to new audiences by localizing it to the following languages:
- German
- French
- Portuguese (Brazilian)
- Spanish
- Italian
- Polish
- Czech
- Turkish
- Chinese (Simplified)
- Korean
- Japanese
- As always, if you encounter something not quite right, if a line is not appropriately localized to your language, or the text doesn't fit a button perfectly, let us know via the in-game feedback form or on our Discord.
Other gameplay changes
Repair system overhaul
- Removed durability loss on coma and death
- Durability is now affected solely by use and is amplified when bullets hit the weapon
- New repair mechanics give you a choice in how you want to approach maintaining your gear
- Slow repair is the more cost-effective way of preparing your gear, but the repaired item remains unusable during the process
- New repair kits provide an instant repair but come at a higher price
Destructible light sources in the world
- Shoot out lights to gain an edge in night combat
Health system improvements
- Guts
- Guts are now an organ in the lower abdomen, and will cause a coma if destroyed
- Resolves the issue with AI surviving a high amount of shots to the lower abdomen due to a lack of vital organ placement in this area
- Updated health symptoms - sore arms, upset stomach, cramps, vomiting, tremors, and fainting
- More details about injuries on the health screen of the player and for enemies
- Information about the damage source (knife, bullet, barbed wire, etc.) is displayed
- If the source of an injury is a bullet, the ammo type, the armor penetration status, and the shot's direction are shown
- A new bleeding effect - blood drops on the ground when you're injured
- The fatal hit is highlighted
Tasks
- Tasks can be managed outside of the FOB
- We are improving the game flow by allowing you to accept and finish selected tasks anywhere on the map. This change will also help with managing the travel time and easing the helicopter system
- Task rewards can now also be claimed outside of the FOB
- Kill tasks have shared progression in a squad
- Tasks that require players to kill a specific number of enemies now have shared progression for all members of the squad
- New tasks and reworked tasks, new task types
- Updated tasks are marked to let players know they shouldn't approach them in the same way as before
Progression improvements
- Experience awarded for killing enemy PMCs (if the kill happens within a conflict zone)
- Economy rebalancing
- Changes to restocking
- Improvements to looting
- New lootbox locations
- New input methods such as keypads, padlocks, access cards, and safe locks
- Streamlined Starter Town progression
- Starter Town quests were updated to make the progression to other POIs faster
AI
- NPC readability improved
- New animations for NPCs
- NPCs are checking their injuries, looking for blood when they sustain injuries
- New Limping animation for critically injured NPCs
- NPCs can be stunned
- Headshot ricochet animation
- When an NPC gets shot in the head but the bullet ricochets off its skull, players can identify what happened thanks to the new animation
- NPCs will be affected by flashbangs
- Headshot ricochet animation
- New animations for NPCs
- Some NPCs now warn approaching players before opening fire
Twitch drops
- Watch your favorite streamer and earn in-game goodies
Custom servers for events
- Selected community members can create and manage password-protected game servers with customizable rules, allowing VIP events with temporary, non-persistent characters.
- They can set the game mode, AI presence, player count, time of day, and weather
- Limited availability to test the infrastructure and use
- Includes the Spectator mode - allows players to move the camera freely to set up specific shots
Quality of life changes
- Adjusted the lowest graphical settings to improve the performance on PCs matching the minimum required specifications
- Optical scopes now have smooth zoom adjustment
- Locker sorting is now available
- You can now choose between packing and sorting items
- Set up the order in which the items are sorted by dragging the item categories into the desired order on the left side of the locker
- New locker containers
- For grenades, mortar rounds, and weapon parts
- Updated container sizes across the board
- Improvements to key bindings
- A proper double-press functionality is now implemented, allowing for new controls and custom control schemes
- Also added is an improved detection of duplicate keybinds
- Double-press now works correctly on keys with other functions assigned to press or hold
- Improved matchmaking to optimize the server load and faction balance
- Faction balancing bonus for players who join the least populated faction
- The new feedback and bug reporting form is accessible directly from the game without opening a website
- Opened by pressing Shift + F12 or in the game menu
- Allows sending a screenshot of your screen together with the report
- Integrated connection with Steam friends
- Audio improvements
- The volume of fauna and waterfalls reduced
- Improved sounds of moving through bushes
- New biomes - Meadow and Rock Vegetation
- Updated sounds for all biomes
- Manual respawn in case you get stuck in the terrain
- Triggered by pressing Ctrl + F11
- Muzzle device efficiency and muzzle velocity stats are now displayed in the weapon details panel
- New notifications for various online errors have been added to provide more clarity
- Resetting to default and reverting changes now only affects the specific settings screen when used
- New notifications for various online errors have been added to provide more clarity
- Money rewards are no longer displayed as a fraction of 50,000
- Aggressor status is now also triggered by stun grenades
- Adjusted the distance between the scopes and the player's eyes
- It is no longer possible to drop items while flying in a helicopter
- After a crash or disconnection, the player is timed out after 20 seconds until reconnecting to reduce the chance of getting killed while reconnecting
- New icons for armor protection (front, back, side)
0.3.0.1 Updates
Based on the feedback from the creator preview, we are also adjusting some aspects for the newly introduced features:
- Armbands now have IR reflective material, making them visible while using NVGs
- The operator’s announcements about COPs being contested, captured, or lost are now only broadcast to players within a 1500-meter radius of the COP. The broadcast is limited when in a vehicle or a coma.
- The contested state is now linked to the NPCs - if they are alarmed by the enemy’s presence or at least one NPC is waiting to respawn, the COP is considered contested. Players cannot spawn on a contested COP.
- The operator’s announcements about combat zones (CZ) are now only broadcast to players within a 300-meter radius around the combat zone. The broadcast is limited if there is already an active CZ within 200 meters of the player, if the player is within 100 meters of a contested COP, or if the last announcement came in less than 30 seconds ago.