Attention Soldiers,
We updated the Steam Experimental application of the game.
Xbox Experimental will release on July 30, 2026.
Leave any feedback in our new Feedback Tracker and join the discussion on our official Discord.
1.8.0.5 Changelog
Assets
Added: Values of AI visibility occlusion for grass
Added: Ability to mount Soviet Bayonet 6Kh4 on any SVD rifle
Added: US UGL Smoke Grenades
Added: Deployable razor wires which work the same way as sandbags and deployable turrets
Added: Gadgets on clothes can now reposition depending on clothes thickness
Added: 6T5 tripod now allows for deploying using PKMN with and without optic
Added: Int variant of Win_village_e_a_130x72_2_B_brown and replaced it in ShopHouse_E_2I01t prefabs
Added: Simple zeroing (to 1 km for now) on M2HB
Changed: Increased item volume of empty sandbag items as they were taking half of the space of a bandage
Changed: Deploying turrets and fortifications can now use items which are in the inventory of a player who does the deployment action, meaning that players don't have to drop, for example, all sandbags to build a wall. A single one will be enough as long as you have the rest in your inventory.
Changed: Reduced overall mortar shell cost, and made 82mm (2b14) shells cheaper than 81mm (M252) shells to better reflect their lower capabilities
Changed: Adjusted the position of sandbags next to CP_PowerPlant base main tent in HQC_Eden, to ensure that elements of the tent's barricade aren't clipping into them, and it's easier to walk around the barricade
Changed: It is now possible to attach C4 to the helicopter rotors
Tweaked: Soviet flashlight position on vests
Fixed: Vehicle wheels were disappearing at distance after healing a damaged wheel
Fixed: ShoeCabinet_01 was indestructible
Fixed: MonumentMiG15_01_base was indestructible
Fixed: Gravestone_E_01/02 was indestructible
Fixed: Supply cache composition was clipping with terrain on Île-aux-Saules, Everon
Fixed: Misplaced dragon tooth in Military Base Chotain
Fixed: Arland, Everon, and Kolguyev statically placed antennas should not have enabled radio components or service
Fixed: Faction affiliation on FIA MG nests
Fixed: Vehicle-mounted turret 3rd person camera offset incorrectly
Fixed: Soviet sharpshooter misplaced pouch on vest
Fixed: FIA HE mortar shell had wrong price
Fixed: Flags now turn into the direction of the wind
Fixed: Characters were able to walk on, or into spinning helicopter rotors without taking damage
Fixed: It was possible to destroy helicopter rotors by throwing a smoke grenade at them, hitting them with characters, or even the smallest bushes
Fixed: Removed RPM Gauge for BRDM2 as it's not visible to the player in any way, i.e., on the dashboard
Fixed: Razor wire was not applying damage to the correct hit zones
Fixed: Bayonet strikes on characters in a vehicle could have been blocked by some of their equipment, which would result in them being only knocked out, instead of being damaged or killed
Fixed: Adjusted the position of a dragon's tooth in Military Mase Levie so it's not inside the wall
Fixed: Tents around FIA's living quarters were partially in the ground
Fixed: Adjusted transforms of other objects like planks, supply storage, bunkers (and others) around Calvary Hill so they better fit the terrain
Removed: Bayonet from FIA sharpshooter and FIA MG character prefabs
Stability and Performance
Tweaked: Improved VoN Performance
Fixed: Crash on releasing navmesh tile and loading it at the same time
Fixed: Possible crash when using AStar without a navmesh world
Fixed: Possible crash related to AI Pathfinding
Fixed: Memory leak when removing unnecessary path points
Fixed: Crash related to User Actions
Fixed: Memory leak when freeing VehicleSoundComponentPrefabData
Fixed: Crash related to processing of Save Data
Fixed: Dynamic Simulation Crash caused by unregistering from Dynamic Simulation Events
Fixed: Crash possible when working with meshes without physics in procedural animation editor
Fixed: Memory Leak related to Pathfinding
Fixed: Possible crash in procanim editor
Fixed: Slight optimization to map widget
Fixed: Possible crash in VoN system
Fixed: Possible crash during vehicle door animation
Fixed: CommunicationSoundComponent crash if SignalsManagerComponent is missing
Fixed: Possible crash in RegionalDoorManager
Fixed: Crashes related to late character physics initialization
Fixed: UpdateGeometries no longer crashes when trying to re-merge child to root
Fixed: Possible freeze on collision of two complex compound shapes
Fixed: Rare crash caused by characters not having an instigator on death
Fixed: Possible vehicle simulation crashes due to unsafe entity transform updates during physics updates
Fixed: Crash when vehicles full of passengers would collide into each other at high speeds
Fixed: Possible crashes when entering and leaving a turret
Fixed: 14.5x114 IAI (MDZ) KPVT projectile could have triggered its explosion multiple times. For example, when it would ricochet and when it would impact something afterwards
Removed: Explosion effect in spall_base prefab, lowering amount of entities spawned when firing salvos of rockets from helicopters
General
Added: Recoil for turret-mounted LMGs and HMGs
Added: Functionality which penalizes running barefoot by damaging your feet, and randomly making you fall over
Added: Far Hide
Changed: Added a tiny amount of recoil to the LAV and BTR main guns
Changed: Extended the time before new wind conditions are applied
Changed: Vehicle arsenals now do not accept refunds to prevent exploiting https://feedback.bistudio.com/T190344
Changed: Disabled all damage from the soviet square tents (medical, living, etc)
Tweaked: 3rd person camera zoom while in helicopter
Fixed: Grass flattening was simulated for characters at all times
Fixed: Fix to inconsistent prefabs between client and server
Fixed: Player should no longer be stuck in the driver seat after getting in
Fixed: Engine out animation was starting with incorrect hand positions
Fixed: Switching radio frequency while unconscious would allow you to talk on the radio
Fixed: Explosives placed by a player would sometimes be positioned incorrectly
Fixed: It was possible to destroy some compositions by hitting some parts of them with a bayonet or melee
Fixed: A thrown grenade should no longer override and delete a different grenade in another slot
Fixed: Soviet SF Machine-Gunner loadout was missing his radio, and had two bayonets
Fixed: Characters would not enter the state of heavy breathing
Fixed: Supply usage lag-related issues
Fixed: Players were able to drain supplies by buying an item from the arsenal into the arsenal storage
Playable Content
Added: Rank progression loss on death (30 points)
Added: GM/Admin can now teleport their editor camera to the player by using an option from the Player List context menu
Added: Admin can now promote or demote a player by using new options from the Player List context menu
Added: Command vehicle now has an action to volunteer for commander (active only for correct faction and in radio range of friendly network)
Changed: MOB building mode is no longer blocked by enemy presence
Changed: Specialist classes/roles now execute certain actions faster than other soldiers: Medic applies bandages/tourniquets, inspects the wounded, heals characters with a medkit, and loads casualties into the vehicle faster. Vehicle crews repair, rearm, and refuel vehicles faster. Logistic personnel (driver from transport squad) load and unload supplies faster. Engineers/Sappers build structures and assemble deployable objects faster
Added: Buildable variant of FIA small camo netting
Added: Exposed animations such as sitting on the ground, or doing pushups in the gestures radial menu
Changed: Modified command tent compositions by adding to them static, sandbags, and tank traps to prevent players from blocking the tent with vehicles
Changed: In HQC_Arland, replaced the sandbag wall to the SW from the Gull Island HQ tent with one that fits better with updated composition
Changed: Slightly moved back the Beauregard HQ tent in HQC_Arland to make it possible to enter the building in front of it
Changed: Decommissioning vehicles is only possible in friendly bases now
Changed: Increased group reconnection period after loading a save to 5 minutes
Changed: Faction commander is now automatically re-elected after reconnect
Changed: Minimum loadout cost set to 1 to prevent players from being able to spawn in on empty bases by making 0 supply loadouts
Fixed: Factions which are not meant to capture bases, like FIA, were still able to capture radio relays
Fixed: User action to grab ammo for your main weapon from an arsenal would bypass rank requirements
Fixed: Conflict HQC would use the same blacklisting config as Legacy Conflict, which caused radio backpacks to not be allowed in saved loadout
Fixed: Several preview images in GM
Fixed: Refunding a used one-shot rocket launcher returned the full price of the rocket launcher
Fixed: Ambient vehicles would despawn after loading a save, before a player had time to connect and be near it
Fixed: Added back the "You are capturing this base" pop-up
Fixed: E_WoodenSnowPole_01.et was not destructible when spawned by GM
Fixed: Players were able to build bases too close to the supply points, as some compositions would detect supply containers from such a point
Fixed: Disabled ability to sell items from arsenal trucks to the truck arsenal in the same inventory window
Fixed: Disassembly on bases being captured was inconsistent
Fixed: "Neutralize" now kills occupants of the vehicle
Fixed: Vote to remove commander initiated from player list ignores the delay where commander can't be voted out of its role
Fixed: Group menu would fail to look up renegade group callsign in MP, thus showing it as "Kompas - 2
Fixed: FIA resupply pack cost was 0 supplies
Fixed: Renegade killing main factions incorrectly counted as disguised kills
Fixed: Base capture speeding up depending on the number of people capturing was broken
Consoles
Tweaked: XBOX - Memory optimization - gamepad effects are only spawned on-demand for the player character instead of every character
Fixed: XBOX - Suspended user is now properly connected via invite
Fixed: Moving slowly with a controller failed to trigger some movement-related character animations
AI
Added: Grass and camo nets now occlude AI vision, and in general trace with TraceFlags.VISIBILITY flag
Changed: Dormant groups AI spawning
Fixed: Enemy AIs don't spawn on captured bases
Added: Friendly AI squads mark identified targets on the map
Changed: Disabled bases appearing as being captured when their AI got attacked, as it was confusing. Now have the AI marking system as its substitute
Fixed: Far-away groups could not be despawned because of being simulated
Fixed: AI forces ejected themselves from some ladders when they wanted to climb up
Render
Fixed: Vehicle light portal calculation for partially open apertures
Controls and UI
Fixed: Player could get stuck in map view if he opened pause menu when he was equipping the map
Fixed: Inventory user actions were not necessarily unregistered
Fixed: Inventory inspect action would stop working if player would click with his mouse on any item
Fixed: Navigation bar would disappear after hovering over a weapon attachment
Fixed: Mortar UI would persist when player uses free look while aiming down the mortar sight
Fixed: UI - Nametags were sometimes not rendered through windows and obstacles
Fixed: Empty private groups (from loading saves such as after server crash) prevented creation of new groups
Fixed: Inventory wouldn't update arsenal's content if player was browsing it while base was captured
Fixed: Tasks would refresh multiple times consecutively, leading to lag while looking at the map
Fixed: GM UI was always showing wind direction as north
Fixed: Server browser list had large gaps on 4k resolutions on consoles
Fixed: Supply count not updating properly in Inventory Slots UI on MP
Modding
Added: Minimum amount of players needed for contesting can be changed (or contesting can be disabled entirely) through server config with mission header
Added: Far Hide
Terrain makers need to compile normal maps (they contain an alpha channel for the grass coverage mask)
Other materials such as weapons, uniforms, etc now need to set the "Enable Far Hiding" property inside "Basic Material Properties"
Added: Navmesh custom links now have a "max snapping height" property to complement the "max snapping distance" (which is now checked horizontally). In other words, snapping is now done in a cylinder instead of a sphere
Added: NavmeshCustomLinkBase now reports the prefab/entity name in Workbench if the settings are invalid
Added: Added optional bool parameter to AIControlComponent::ActivateAI and AIAgent::ActivateAI to first check the world active AI limit before activating the AI;
Added: Added AIGroup::ForceActivateAllMembers to call ActivateAI on all members
Added: EntityUtils::GetEntityPrefabName and EntityUtils::SetVObjectFromPrefab
Added: Expanded SCR_LoiterCustomAnimationData with Loiter Item Preset ID, which allows for local spawning of prefabs used for the loiter animation - an example would be smoking {6D1E4A07F6BCAB7D}, or sitting on a chair {87FC57766897BBE2} emotes
Added: Expanded SCR_ContinuousLoiterCommand configuration by allowing for defining Custom Animation Data
Added: BaseLoadoutManagerComponent.GetClothesOffsetFront method and SCR_OnLoadoutChanged callback
Added: RplComponent getter added to GameMode (GameMode.GetRplComponent)
Added: ObserversSystem script API exposed (replacing some of ChimeraWorld and RplComponent API)
Added: MHQ map item can handle being FIA related now
Added: Bias functionality to SCR_RecoilForceAimModifier to allow for control over the direction of the recoil
Added: Exposed animations such as sitting on the ground, or doing pushups in the gestures radial menu
Added: SCR_BaseRadialCommand supports local-only commands, as well as an option to use the user of the command as the target of the action, and creation of commands which can be used without being in a group, like f.e. emotes/gestures
Added: ObserversSystem script API exposed (replacing some of ChimeraWorld and RplComponent API)
Added: Added new context actions (SCR_PlayerListBaseAction) to the Player List menu, allowing custom actions to be executed by adding them in PlayerListActions.conf
Added: BaseWorldSetup.conf file to automatically add all basic world entities to new terrains via World Editor Plugins\World Setup\Entities Setup
Added: Dedicated button for starting only clients in Dedicated Server Tool plugin
Added: A faction-specific override to prevent teamkilling from kicking players
Added: Character EventHandlerManagerComponent will now raise OnFreeLookStateChanged event when player enters or leaves freelook. Signature OnFreeLookStateChanged(bool isFreeLookEnabled)
Added: Exposed ChimeraWorld::LoadSystems, which loads only the systems provided by the config file, and used it for map RT gadgets, such as compass and watch, where it only loads essentials from {3A1DEDB2A5818B53}Configs/Systems/MapPreviewSystemsConfig.conf
Added: Engine Moment of Inertia will be calculated automatically if set to 0.
Added: Engine Braking Torque Ratio, which will be used to automatically calculate the value of the Engine "Friction" (engine brake) if its value is 0.
Changed: ChimeraWorld.GetObservers and ChimeraWorld.GetObserverMP deprecated
Changed: RplComponent.InsertMPObserver and ChimeraWorld.RemoveMPObserver deprecated
Changed: Renamed ScriptedStateConfig to StateConfig
Changed: Added unified Serialize and DeserializeSpawn/Load API that is shared between entities and other managed instances
Changed: Prevent multiple TurretComponents per entity. Create separate turrets instead
Changed: Modified SCR_RecoilForceAimModifier to support turrets which use non-replicated projectiles
Changed: SCR_ArsenalAlternativeData now allows for dynamic evaluation of refunded item to adjust refunded amount of supplies on the fly
Changed: Switched class in BaseLoadoutManagerComponent from "LoadoutSlotInfo Boots" to "SCR_FeetLoadoutSlotInfo Boots"; for this to function properly, mods which have character prefabs which add, or change character boots will need to be updated
Changed: Helicopter rotor blades will not be damaged by collisions with objects whose response index is set to TinyDestructible or TinyMomentum, and instead the game will try to damage these objects
Changed: Simplified query methods on SCR_ResourceSystemSubscriptionManager.
Changed: SCR_ResourceSystemSubscriptionManager budget for replication increased from 10 to 100 per frame (3000 per second)
Fixed: Play animation node fixed wrong variable name
Fixed: If one end of a navmesh custom link is below ground and the other above ground, the lower point will always snap to terrain. This fixes the bug where ladders were sometimes not usable by AI when an end is too far below the ground
Fixed: SCR_ResourceSystemSubscriptionListing not being deleted properly on SCR_ResourceSystemSubscriptionManager::ReplicateListeners.
Removed: Rotor hit chance mechanic commented out