Update log
Full Last Front update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Balance
- Gameplay
- Maps
- Fixes
- Performance
Patch Notes — Version 0.19.2 Demo
Key Changes
Implemented a separate vision system (Air / Ground vision radius) for all units
Implemented tank barrel recoil when firing, along with improved overall visual recoil of the vehicle body
Reworked infantry hit logic: projectiles and rockets now hit near the target instead of directly, creating a more realistic visual effect
New Features and Mechanics
Introduced separation of:
ground vision radius
air vision radius
Added blue airspace vision circles:
displayed on the minimap
Show the detection range of aerial targets (aircraft, helicopters, missiles)
displayed directly on the main map when selecting units
Reworked infantry damage logic:
hits no longer occur directly on the target
projectiles and rockets explode nearby
damage is explained by shrapnel and blast wave, while damage values remain unchanged
Balance and Gameplay
Added Air Defense synergy:
if S-400 is positioned near Buk or Shilka
their detection and attack radius is increased by 1.5x
Reworked aircraft countermeasure (flares) logic:
flares are no longer triggered immediately after missile launch, but instead activate when the missile approaches a certain distance
Increased minimum and maximum attack range:
BM-21 Grad → by 1.5x
TOS-1 Solntsepyok → by 1.5x
Increased:
speed of some projectiles and missiles → by 1.5x
maximum aircraft speed → by 30%
Aircraft changes:
turn rate of MiG-29 reduced by 20%
Improved the sense of physical weight of vehicles when firing
Bug Fixes
Critical Fixes
Fixed an issue where infantry could not pass through the central square (invisible collision)
Fixed a bug where RPG-7 rockets were not visible
Fixed an issue where Geran-3 did not explode upon reaching its target
Infantry and Transport
Fixed infantry boarding issues:
infantry could not enter buildings or vehicles
fixed for:
RPG-29
SA-18 Igla
GRU Spetsnaz
Fixed a disembark bug:
the command could get stuck
units would not disembark correctly
Fixed an issue:
if infantry was too close to a transport, boarding would not occur
Neutral Buildings and Fog of War
Fixed building control flag display when the owning player had no power
Fixed visibility issues:
vision radius remained after unit left the building
buildings stayed highlighted outside of vision range
Fixed a bug with destruction state visuals not matching building health
Physics and Collisions
Fixed a bug where KamAZ could:
flip over when colliding with resource objects
fall under the map
Fixed cases where:
vehicles collided with destroyed buildings
flipped over and fell under the map
UAV and Production
Fixed a drone production bug:
slots were not returned when cancelling production
a "false cap" was reached, preventing further UAV production
Summary
This update significantly improves tactical depth through the separation of air and ground vision, as well as enhanced interaction between air defense systems and units.
A large number of critical issues affecting movement, unit interaction, and combat behavior have also been fixed.
Plans for the upcoming month – Optimization
The main goal for April is to address existing performance and optimization issues.
The first priority is to completely overhaul infantry movement logic, making it much lighter and faster than in the current version.
The second priority is to optimize the attack point search for all units, as in some specific situations the current logic causes freezes, stutters, and slowdowns.
Optimization will be done step by step: first the infantry overhaul and update release, then attack point logic optimization and the next update release.
In addition to these issues, I will look for other bottlenecks in
Source
