Update log
Full Gray Zone Warfare update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey, everyone,
Extracted changes
- Server
- Balance
- UI and audio
- Gameplay
- Fixes
- Store
We have deployed Patch 0.4.2.0 to the live servers. If the update does not appear automatically, please restart Steam to trigger the download. For a quick summary of what's new, watch this VIDEO DEVLOG or read the full CHANGELOG below.
Overview
Patch 0.4.2.0 introduces fixes for various community-reported issues and a new experimental feature: player visibility, displayed through a HUD widget (more details below). This feature ties into the nighttime lighting adjustments, as nights are now darker. We are also bringing further fixes and tweaks to AI behavior. For example, we adjusted AI NPCs' health states in combat to improve their responsiveness during engagements and help them follow their intended tactics more reliably. Other fixes include wallet improvements that prevent unintended items from being placed inside, as well as a fix for the repair price of the M-201C.
New Experimental Feature: Player Visibility
The distance at which AI NPCs can spot a player is determined by multiple factors and is now displayed in the top-left corner of the HUD
Visibility distance is influenced by:
Vegetation: The surrounding vegetation type and density significantly affect visibility. Dense jungle provides significantly better concealment than open terrain. Entering thick vegetation, such as bushes, further reduces the chance of detection.
Light exposure: Darkness provides better concealment than well-lit areas
Weather: Adverse weather conditions, such as rain and fog, reduce player visibility for AI enemies
Player stance: The lower a player stays to the ground, the harder they are to detect
Movement: Movement increases player visibility. The faster a player moves, the more visible they become to AI enemies
Noise: Loud actions, such as firing a weapon, temporarily increase player visibility. Using suppressors reduces this effect
Player visibility is an experimental feature. We want your feedback on what you like, dislike, or would change about it. It is a first iteration, and there are a couple of known issues with it that will be addressed in future patches:
Shadows inside buildings, as well as some light sources (lamps or other players' flashlights), do not affect player visibility
Player visibility to AI NPCs is reduced too heavily by low vegetation
Visibility distance is incorrectly reported in the UI while standing within specific biomes
Changelog
AI
Fixed an issue where AI NPCs could engage players from longer distances than intended
Fixed an issue where AI patrols failed to react to players and remained unresponsive
Adjusted AI NPCs' behavior to reposition more frequently and reposition to smaller cover positions more frequently
Added additional AI NPCs in areas between points of interest (POI)
Added additional AI NPCs to late-game areas
Increased the overall AI difficulty in the late-game areas
Increased AI NPCs' accuracy in all areas
Gameplay
Fixed an issue where vomiting or fainting interrupted healing actions
Fixed an issue where grenades could fail to throw when switching stances during the throw animation
Fixed an issue where military miscellaneous loot could be placed into a wallet
Fixed an issue where placing a task item into an admin pouch could cause it to disappear during handover
Fixed an issue where some keys could not be placed in the Admin Pouch or Kombat Folder
Adjusted the loot distribution in Ban Pa to better match the area's difficulty
Weapons and weapon parts
Fixed an issue where the repair cost of the M-201C pistol was affected incorrectly by front and rear sight durability
Fixed an issue where players could not buy the magazine for Buran's boss weapon after completing the
Source
