Full notes
Full Glory To The Heroes™ update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Performance
- UI and audio
- Server
- Maps
Glory To The Heroes™ changes
The public PvP stress test is wrapping up!
We are grateful to all the players and supporters for their participation and feedback. More than 40,000 troops landed in the Canal of winter Chasiv Yar so far during the playtest - a lot of ground firefights, hundreds of bombs dropped, thousands of gun jams occurred, and even more bugs identified.
This was our first experience hosting a public multiplayer PvP game mode, and the playtest completed its goal - we managed to fix most of the critical issues on both game and online infrastructure, and the public playtest is wrapping up in its originally envisioned state (latest public patch). More than 50 bugs and issues of different scale were fixed during the playtest. This was a pivotal achievement for us on the way to the upcoming early access launch that was not possible without real player scale.
Some of fixed issues:
Adressed issues with instant objectives re-capture by the enemy
Networking, bandwidth and net code improvements
Fixed issues with teleporting / tapping players in buildings
Improved culling and performance on players characters
Added quick basic tutorial widget explaining game mode, medical system and inventory management on the first spawn
Match total time reduced to 25 minutes
Adressed server issues with players being kicked upon connecting to the game
Fixed issue with oversaturated tremor in aiming with severely injured arms
Fixed issue with ghost-opened inventory prevents from moving
Reduced volume of main menu music
Main Base of RF team temporarily rebased to the former school objective, school objective eliminated (temporarily)
Fixed issues with over dark look of the map / exposure on some time of day / weather configurations
Spawn on Twin Houses objective moved to the building interiors
GP-25 is now correctly zeroed to 100m
Base Proximity VoIP volume increased
Player’s damage models / TTK improved by adding damage spreading to nearby limbs / thorax from knocked body parts
Resolution of issues with Deploy Screen
Strafe locomotion issues
Leaning scope offsets
Spawn without squad is now restricted
Fixed issue with medical and some other items icons appear broken
Fixed issue with Esc button toggles inventory instead of pause menu
Spawn killing / camping and systematic friendly fire now being tracked and users violating it excluded from the playtest
Fix for backpack model on russian troops floating detached from the body
Fix for the broken textures on jackets of some RU loadouts
Queue per team on connection screen now shows relevant queue for the region selected. Before it was showing the entire queues from all regions total
Fixed issue with payouts tab of Endgame Screen not always showing actual payout and balance
Fixed spawn skiing / speedwalk glitch
Medical menu now updates on any heal / damage properly and shows correct data
Fixed broken fire SFX
Fixed bug with ability to run but decreased walk speed after applying tourniquet on injured leg. Now both speeds cut properly according to received damage
Fixed issue with exhaust breath SFX not always playing / not playing for other players
Minor UI tweaks
Fixed broken "freezing" artillery SFX
Improved sound positioning
Fixed offset view when leaning on some AK loadouts
Fast walking / sliding after respawn
Strafe run works and responds to A / D keys, character moves independently from camera look when running
A bug with jitters, shaky weapon and inability to move
A bug with inconsistent items displaying in inventory / inventory displayed empty
GPU performance
Players getting kicked out after loading into the match
Refining of the default startup and auto graphics settings
FAB / Artillery on the main base and start of the match
Restriction to enter enemy Main
Issues with inconsistent items displaying in inventory / inventory displayed empty
GPU performance and VRAM consumption was drastically improved across all of the map, gigabytes of textures were fixed / overhauled in favor of performance.
Addressed issues with players being kicked out of matches upon connecting (But issue might happen and we still need to collect more data to fix entirely)
FABs / Artillery nerfed in frequency
Fixed an issue with ability to see / stuck into geometry when prone
Fixed issue with jittery movement after going from crouch to run
Fixed a bug causing player character to full reload with tactical reload animation (no bolt pulling)
Fixed issue with broken Jam fix animation
Fixed error with "Personal record failed" on the first boot of the game
Parts of the map were re-designed in favor of better gameplay and accessibility. Few objectives on the map expanded with dedicated enforced fire points
Visibility Improvements:
Improved visibility across all level
Improved clarity and brightness of interiors lighting
Reduced exposure difference when looking from interior to outdoors
Increased brightness and visibility of armbands and tapes on troops
Increased clarity of camos on distance for easier identification for both UA and RU
QoL:
Implemented auto join to ongoing matches, no more need to wait for exact full teams match + players joined ongoing match replace disconnected players for balancing.
Initial deploy screen now honors player's team choice and does not prompt to re-select faction after connecting to server
Performance:
Noticable improvements in performance for all configurations, fixed performance regression of the last update. Expect 15-30% performance gain compared to the previous version
Still working on optimization improvements for GPU bound systems and some NVIDIA RTX XX60 GPUs.
Many minor bug fixes
Minor visual and level design enhancements
Reduced crackage
Networking optimizations
Most of the public servers are currently down. Supporters and playtest key owners retain private access to the playtest and all of its further updates. If you missed - more public playtests are planned prior to the early access launch to test other maps, game modes and new mechanics when we're ready.
By the results of the playtest we decided to postpone the release of the early access previously slated for Q1 2026. Team is currently considering a new solid release date for the early access and its revised content - we will disclose both soon in an announcement.
Source
Changelog.gg summarizes and formats this update. How we read updates.
