Update log
Full Last Front update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Fixes
- Balance
- Gameplay
- Maps
- UI and audio
Patch Notes β Version 0.19.6 Demo
Bug Fixes
π Fixed a bug where if a soldier died within a building's line of sight, he still counted as an enemy, and the AI tried to defend the building against a dead unit
π Fixed all bugs related to finding an attack point (buildings, units outside attack range, etc.)
π Fixed a bug where AoE (area of effect) projectile damage was not applied to infantry
π Fixed a height difference bug: if a unit stood on a hill or in a low area and the target was above/below, the unit would just stand in place and not attack
π Fixed jerky order switching for infantry: when an enemy was nearby, the unit would start attacking and immediately switch to moving
π Paratroopers no longer hang in the air or attack before landing. When a paratrooper dies, the parachute now disappears
π Fixed a bug where the bot did not create bulldozers, and when they died, it did not update the count of available builders
π Fixed bot behavior with gas pipeline construction: previously it built them in excessive quantities
π Fixed a visibility bug: units could not see enemies, yet enemies could attack them β this no longer happens
π Fixed a bug where the bright circle on the world map and minimap did not appear when using general abilities
π Disabled decal display on infantry
Balance & Gameplay
- βοΈ MiG-29air attack range reduced from 12000 to 10000
- βοΈ Su-24attack range reduced from 12000 to 9000
- βοΈ Kashtanground attack range increased from 7000 to 7500
βοΈ AI-controlled Su-24 now launches missiles in advance, rather than while directly over the target
βοΈ Changed the projectile flight of the Uragan
βοΈ Changed the impact effect of the Uragan missile
AI Improvements
π€ Reworked the logic for building defensive structures, adjusted defense construction coefficients
π€ Fixed resource allocation
π€ Changed attack priority: when possible, the AI now attacks the enemy's main base rather than supply centers or neutral captured buildings
π€ Reworked the AI's defense logic
Plans
The game will take part in two festivals: May 1β9 β RGF 2026, and April 29 β May 14 β MGN 2026. I prepared the project for these events to make the game smoother and with as few bugs as possible. During the festivals, I will continue fixing bugs players encounter, as well as optimizing. I will soon publish detailed plans for the project. In the near future, I will work on drawing the new game UI and continue creating models for the new faction β the USA. With the release of the USA, I plan to make a tutorial mission β it will be a test mission. In terms of scenario and visual style, it will show what to expect from campaign missions in the early release. Most importantly, I want to hear your feedback: what you like and what needs fixing. This will help me make the missions in the release version better.
Source
