Cover image of Experimental Update

Attention soldiers,

We're going to update the Steam and Xbox Experimental applications of the game. The game will be updated today, August 31st. There will be server downtime between 12:00 - 15:00 CET. Changelog


  • Changed: Squad marker - players' own squad now has higher opacity than others

  • Changed: Squad marker info layout has squad leader nickname marked with an icon

  • Changed: Squad marker refresh rate to 10 seconds

  • Changed: Squad leader markers are now clickable and display group info on hover

  • Fixed: Fixed a bug where a turret could keep shooting after the character became unconscious.

  • Fixed: 2D Optics - Binoculars overlay stuck on screen when exiting free building mode

  • Fixed: 2D Optics - Non-illuminated reticles may become translucent

  • Fixed: Multiple issues with nametags


  • Added: Dynamic marker example class with documentation

  • Changed: Separate replication from ParticleEffectEntity to an inherited entity ReplicatedParticleEffectEntity

  • Fixed: Crash when there is no effect position in MuzzleEffectComponent

  • Fixed: Crash when there is no effect position in MotorExhaustEffectComponent


  • Fixed: Exiting the game during mod download corrupts said mod and redownloading shows download progress exceeding 100%

  • Fixed: Interrupted add-on download fails after continuing

  • Fixed: Various download issues

Enfusion Blender Tools

  • Fixed: Batch FBX export no longer adds leaf bones


  • Fixed: Crash when meleeing a fire hydrant. DamageContext's lifetime could expire, resulting in a crash.

  • Fixed: Game crashes when opening server details in quick succession

  • Fixed: WB crashes if it starts with broken scripts

  • Fixed: Crash when downloading addon on Xbox

    Known Issues


    • Incorrect faction player count in the Deploy Menu

    • Players sometimes cannot join already existing groups on the server after they connect

    • All vehicles will disappear after 10 minutes of not using them

    • Some buildings/compositions can be built without a proper obstruction check making these buildings/compositions unusable 

    • Deleting objects/fortifications does not reimburse supplies when it was built from a supply truck but deleted from the camp's freebuilding mode

    • Exploding on own placed mines while in a vehicle counts as Friendly Fire on DS

    • Screen effects (from blood loss for example) are displayed over UI elements such as chat

    • Radiofrequency defaults to 32 (or 38 for Soviets) no matter the group

    • Respawning on the radio in the vehicle will not allow players to use gadgets

    • AIs can teleport behind the wall if they are not able to get there normally

    • Players can get stuck in a tripod turret if they fall into an unconscious state and get healed

    • Players in gunner position can't capture bases

    • Characters in the turrets sometimes start drifting away creating a surrealistic portrait of a man with really long arms holding a turret

    Game Master

    • Deleting all dead bodies and destroyed vehicles with the GM can lead to the kick of all GMs from the server

      • Workaround: Delete entities in smaller batches

    • Entity filters in GM do not work properly

    • Using a lightning strike with GM that has a character placed in the scenario will not do anything

      • GM needs to delete his character or change the keybinding for the lightning strike


    • After enabling a previously disabled add-on, included missions are not displayed in the "Scenarios" tab until the game is restarted

    • Xbox: The player isn't informed about full addon storage

    • If the player reports a mod and tries to join the server that has that mod reported, he is unable to progress toward the dialog that shows up on the screen

      • In order to join the server, he has to open the Workshop tab and cancel the report from it


    • Server performance can be greatly reduced when replicating a high number of characters (players + AIs), and this issue becomes more prominent with increased limits, making it difficult to handle 128 players and 200+ AIs.

      • Playing Everon Conflict with 128 players is not recommended, while Arland might be more feasible due to its smaller size and fewer AI spawns. Pure PvP without AIs could be a potential alternative for larger player counts.

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