Cover image of Experimental Update

Attention soldiers,

We updated the Steam and Xbox Experimental applications of the game. Changelog


  • Added: Conflict - Gradual seizing timer decay 

  • Changed: Conflict - Base seizing timer is now longer for each service type built into it

  • Changed: Sorting disabled as it caused a lot of issues in playerlist

  • Fixed: Resource containers are now ordered properly on interactors.

  • Fixed: Weapon deployment made the character spin if used after getting out of the loiter animation

  • Fixed: Tripod turrets could store vehicles inside them.

  • Fixed: Supply caches now replenish resources once every hour to ensure the world doesn't run dry on supplies

Balancing changes:

  • Supply income in bases now is limited to the main base and the map objective-bases

    • 1 supply per 10 seconds per base connected

    • They receive 10 supplies every 10 seconds

    • This can be expanded by connecting other bases

    • Other bases do receive the same income increase when being connected

  • Base structures have been reshuffled to allow more choice of vehicles in the beginning

    • Truck available from the start

    • Helipads are only available from Sergeant

    • Prices are adjusted to provide meaningful choices

  • Vehicles are reshuffled in cost and rank to ensure more advanced vehicles are more difficult to obtain outside of the primary bases

  • The cost of weapons is rounded to 5 marks to make them more readable

Game Master

  • Fixed: Flushing entities in Game Master.


  • Changed: Interactors now process and store their last position changes

  • Fixed: Resource containers now always unregister if there is even a possibility of doing so on the UpdateInteractor method


  • Fixed: Input: "virtual" +/- inputs for axis ignored "main" input source blocking by combo. Adjusting zoom with Alt + Wheel shall no longer change movement speed

  • Fixed: XBox gamepad disconnects popup logic. The popup is now skipped if the keyboard is connected

  • Fixed: EndScreen - Debriefing screen could not be opened via keyboard/controller


  • Changed: Improved server performance

  • Fixed: Server fps issues related to getting in non-vehicle turrets.


  • Fixed: Crash when destroying multiple mines at the same time

  • Fixed: Crash when clicking proceed in the briefing screen

  • Fixed: Crash after reactivating character physics if the character was in a collision when its physics were deactivated

Known Issues


  • Captured FIA bases lose build action on session save load

  • Supply amount on bases is 0 after loading session save

  • Some Capture & Hold scenarios are unplayable because of missing compositions

  • Players are unable to change stance after getting dragged from the vehicles when they are unconscious

  • Getting into an unconscious state while leaving the vehicle can lead to player desync

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

  • Persistent Sprint and Aiming Down Sights controls do not register properly when using a controller

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

  • Players are unable to trigger lights with a widget in the vehicle in the first-person

  • Load button in the Pause Menu does nothing

  • The base will sometimes show the supply count in a decimal number

  • Some items in the inventory can look blurry and a low poly texture

  • UI in the vehicle or the turret can be hard to see

  • Composition holograms completely blind players when they are building structures with a shovel

  • FidelityFX Super Resolution reset after changing the Quality preset

  • Invisible supplies have active collisions with players and vehicles

  • Some players are unable to get out of the compartment of Ural-4320

  • Moving items in the inventory while using Arsenal will consume these items

  • Players with a controller cannot access the Debriefing screen

  • Players that die with the shovel equipped will see the composition holograms even without it

  • The supply amount in build mode does not update correctly

Game Master:

  • Players getting killed by GM are punished for suicide

  • 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

  • Players leaving GM on a populated server have a higher chance of being kicked from the server


  • 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.

  • Modded retextured uniforms fall back to their default color when an armored vest is equipped

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