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Armory: Saboteurs



From March 25th (13:00 UTC) to April 24th (13:00 UTC), participate in the event and get unique squads!

Commanders, the "Hidden Threat" update welcomes you with a special event where you can obtain unique "Saboteurs" squads.

Rewards


For every 60,000 battle score, you will get an event squad order that you can use in the shop to buy one of the new Saboteur squads!



Main rewards



[h3]Abwehrtrupp 219 with PPSh-41 (box) (Germany, BR III)[/h3]


[h3]"SMERSH" Counterintelligence Department with MP 35/I (USSR, BR III)[/h3]


[h3]13th Battalion with Type 100 SMG (late) (USA, BR III)[/h3]


[h3]Intelligence Unit "Matsu Kikan" with M1928A1 Thompson (Japan, BR III)[/h3]

The event weapons that come with the saboteurs can be replaced.

Terms
  • The tasks can be completed in the Squads mode.
  • During the event, you can get a total of four event squad orders.
  • The rewards can be claimed during the event without any time restrictions.
  • From April 24th (13:00 UTC) to April 26th (13:00 UTC), after the end of the event, you will still be able to purchase any missing rewards for Gold.

Update "Hidden Threat"

[previewyoutube][/previewyoutube]
Commanders, the "Hidden Threat" update is here! It brings a new class, new weapons and vehicles, improved effects and visuals, plus ray tracing and upscaler updates.



Saboteurs are joining the battle. Their main feature is that they are capable of blending in with the enemy by changing into their uniforms and thus misleading them. These soldiers fight alone behind enemy lines, but this allows them to easily sabotage or distract the enemy without attracting much attention to themselves. They are available as rewards from the event tied to the update.



A new addition awaits each army in their research tree, along with two new premium flametrooper squads who carry flamethrowers attached to their weapons. We also adjusted the BR of several weapons and vehicles based on your feedback.



The perk system also got improvements! You can now save your preferred perks for each class in presets and apply them with a single press of a button. To help you experiment and find your own play style, we also removed the cost of discarding perks, so you can reset your soldiers for free.



We are constantly working on making Enlisted more beautiful! In this update, we have significantly improved a number of effects and added new ones, from being able to burn the vegetation to improved water ripples left by vehicles moving through water. Additionally, ray tracing is now supported on Intel GPUs too.



The Silver Chest is back once again! From the release of the update until April 8th (13:00 UTC), the "Scorched stash" will be available in the shop with an updated list of rewards up to The Normandie-Niemen Fighter Regiment event. You can also get Silver Chests for logging in daily!

Turn knowledge and stealth to your advantage! Check out the list of main changes and improvements below!

Weapons and soldiers
  • Added a new class: Saboteur. Lone soldiers who specialize in covert operations using enemy uniforms. (Available from the event tied to the update)
  • Added new weapons:
    • AVS-36 20 (USSR, BR V, Research)
    • Mosin M91 rifle with flamethrower (USSR, BR III, Premium)
    • Suomi KP/-31 with flamethrower (Germany, BR V, Premium)
  • Changed the BR of multiple weapons:
    • MP 40/1: III -> II
    • Luftfaust B: IV -> III
    • Carcano M91 with scope mount: II -> I
    • Winchester 1887: II -> I
    • Type 2a (6.5mm): V -> IV
    • M2 Carbine sawoff: V -> IV
    • Murata Type 22 rifle: II -> I
  • Corrected the position of the weapon in the soldier's hands when using the DT-29 while being prone.
  • Added new melee attack variations for weapons and bayonets.
  • Reduced the reload time of the SVT-40 and Sniper SVT-40 when there is still a round in the chamber from 2.5 to 1.9 seconds.
  • Reduced the reload time of the AKT-40 when there is still a round in the chamber from 2.5 to 1.8 seconds.
  • Reduced the spread of the following weapons: AT-44, AS-44 Model 4, AS-44 Model 5, Hyde M1944, Gewehr 43 (8mm Kurz), StG 44, Sniper StG 44, Horn StG, StG 45 (M), MKb 42(H), Sniper MKb 42(H), MKb 42(W), MKb 42(M), VG 1-5, MP 43/1, MKb 35/III, Type 2a (6.5mm).
  • Increased the recoil control of the PPD-BraMit from 55% to 70% to be in line with other submachine guns.
  • Updated the animations of the Viper No.3 submachine gun.
  • Updated the animations of the M1A1 Thompson Para submachine gun.
  • Split the uniform of Japanese infantry into torso and legs on the Appearance screen.
  • Fixed a bug where the pilot's head of the P-51C-10 (USA, Premium) squad could be changed.
  • Added additional torso customization options for British soldiers in the Pacific.
  • Added additional overcoat customization options for German Volkssturm squads.
  • Fixed the texture of the green German M38 helmet.
  • Returned the white SSh-36 helmet as customization option for USSR squads in winter campaigns.
  • Adjusted the default uniform and customization options of the PPK-41 (USSR, Premium) squad in the Battle of Berlin / Far East campaigns.
  • Adjusted the default uniform of the PPK-41 (USSR, Premium) squad in the Battle of Stalingrad / Rzhev campaigns.
  • Added additional customization options for the MP-719(r) (Germany, Premium) squad in the Invasion of Normandy and Battle of Tunisia campaigns.
  • Replaced the incorrect American uniforms with British ones for the A.C.I (USA, Premium) squad in the Battle of the Bulge campaign.
  • Added purchasable brown and gray caps for the Captured MP 40 (USSR, Premium), "Yaroslavets" (USSR, Research, Guerrilla II) and 244th Volkssturm Battalion (Germany, Research, Guerrilla II) squads.
  • Adjusted the customization options of the Captured MP 40 (USSR, Premium) squad in the Battle of Berlin / Far East campaigns.
Vehicles
  • Added new vehicles:
    • Do 335 A-1 (Germany, BR V, Research)
    • Cromwell I (USA, BR III, Research)
    • Chi-Ha LG (Japan, BR II, Research)
  • Changed the BR of the StuG III F from III to II.
  • Changed the BR of the M18 GMC from IV to III.
  • Changed the BR of the Na-To from III to II and removed its APCR shells.
  • Changed the BR of the 15 cm Pz.W.42 from IV to III.
  • Fixed a bug where the penetration value of HEAT projectiles was too inconsistent.
  • Fixed an issue where the Summer camouflage was removed from a number of British tanks.
  • Fixed a bug where the 7.7 mm Type 97 machine gun on vehicles was unrealistically red when overheating.
  • Added a new Desert, striped camouflage for certain British tanks.
  • Trying out a vehicle now fills it with a full crew.
  • Updated the model of the D3A1.
Gameplay
  • Increased the amount of score earned from multiple sources:
    • Capturing a point: 3x score
    • Arming a bomb: 1.5x score
    • Defusing a bomb: 3x score
    • Bonus score when eliminating enemies while attacking or defending a point: 2x score
    • Teammates using your rally point or APC to spawn: 2x score
    • Assist: 2/3 of the related kill or destruction score
    • Bonus score for kills and destructions with your engineering structures: 2x score
    • Marking a tank or APC that subsequently gets destroyed: 2/3 of the related destruction score
UI
  • Added an additional free special squad slot for event and premium squads.
  • Now you can use event squads in the special slot that was only for premium squads previously.
  • Added the ability to create perk presets for soldiers.
  • Resetting perks is now free.
  • Customization items for soldiers that give protection now have a distinctive icon.
  • When searching for reserve squads, the filter now also takes into account the vehicles that the squads can use.
  • Added an icon for bayonets.
Sound
  • Adjusted the duration of gasping for air when surfacing to depend on the remaining air in the lungs of the soldier.
  • Fixed the sound of certain weapons when trying to fire them while they were empty.
  • The sound of melee and shouts are now synchronized among players.
  • Fixed a bug where the sound of going prone was inaudible.
  • Added sound effects for aircraft burning.
Graphics
  • Updated the version of NVIDIA DLSS to 4.5.
  • Added a DLSS Legacy Mode option to Antialiasing settings in the Graphics options for those using Nvidia DLSS.
  • Updated the version of AMD FSR to 4.
  • Added ray tracing support for Intel GPUs.
  • Added DLSS RR (Ray Reconstruction).
  • Destroyed objects now break into small pieces, instead of sinking into the ground.
  • Added the possibility to burn vegetation and grass.
  • Added support for displaying hit marks on aircraft, including the cockpit.
  • Firing a mortar, anti-tank rifle or rocket launcher now creates a dust cloud.
  • Added new effects for naval shells hitting fortifications, generating large debris and dust effects.
  • Added new hit marks on paper, ceramic and stone.
  • Added a new falling cherry blossom leaves effect.
  • Snow and mud on the winter Volokolamsk Countryside and Ardennes locations look and deform more realistically. Improved the sense of volume and depth of snow.
  • Improved the generation of palm leaves on the ground in Tunisia.
  • Improved the non-penetrating hit marks on vehicles.
  • Added new effects for coniferous and snow-covered coniferous trees.
  • Added new destruction effects for various structures (such as stone fences and columns) and other destructible objects.
  • Added new destruction effects for bushes, trees and flowers.
  • Improved the visual effect of dust rising when firing tank cannons and anti-tank guns.
  • Improved the visual effect of rain.
  • Changed the size of craters from various explosions to be more realistic.
  • Added a burning ground effect around destroyed tanks.
  • Improved the visuals of footprints.
  • Adjusted the muzzle flash and smoke effects of shots.
  • Improved the visuals of sparks and other small particle effects.
  • Improved the visuals of the flamethrower's jet of fire.
  • Improved the effect of smoke shells and grenades.
  • Added different explosion effects on metal and wooden surfaces from grenades, shells and mines.
  • Hit effects on sand and dirt are now different.
  • Added foam generation around soldiers and vehicles in water.
  • Improved the snow and flying dust effects.
  • Added an explosion effect when destroying strategic objects.
  • Significantly reduced the memory usage of ray tracing.
  • Added voxel shadows to improve the illumination of particle effects near the camera.
  • Added voxel shadows (volumetric shadows around the camera), with particle effect and ray tracing support, and proper fadeout to shadowmap at far ranges.
  • Extended the shadow range for particle effects significantly.
  • Extended the shadow range for refractive materials significantly.
  • Fixed a bug related to ray tracing particle effects where certain types of effects had black background.
  • Fixed the blurry textures on the controlled soldier when close to running out of memory.
  • Optimized particle effects when there are many of them from the same source.
  • Fixed a bug where the volumetric fog was skipping shadows of distant objects.
  • Fixed a bug where there was a visible seam far away when global illumination was set to low.
  • Fixed a bug where the volumetric fog was not being applied on the sky when there were no clouds at all.
  • Fixed a bug where the volumetric clouds were flickering when viewed from high altitudes.
  • Improved volumetric cloud upscaling.
  • Improved volumetric cloud atmospheric scattering apply (clouds no longer look like they were rendered in the wrong order).
  • Added support for cloud-map based particle effect density (for rain improvements).
  • Fixed raytracing issues caused by certain camouflage materials.
  • Added support for fine-tuning particle effect opacity based on lighting conditions.
  • Added support for more particles in particle effects.
  • Added support for particle effects to fade out based on distance.
  • Fixed an issue where particle effect quality would change after scene change.
  • Fixed particle effect placement, so that particles are now placed uniformly whenever possible.
  • Fixed an issue where certain particle effects were not fading out correctly when looking at them from a steep angle.
  • Fixed SSR ghosting on night maps.
  • Fixed a bug where SSR caused dark lines to appear on the water.
  • Fixed a bug where rain ripples appeared under bridges.
  • Fixed the sharp transition of textures on rain ripples.
  • Fixed a bug where stripes could appear on the water.
  • Fixed square-looking ripples.
  • Fixed underwater fog artifacts.
  • Added a bow wave in front of tanks when driving in water.
  • Implemented global illumination for water rendering.
  • Fixed low quality SSAO ghosting and trails on grass when rotating the camera.
  • Fixed a bug where god rays could shine through the ground in certain conditions.
  • Decals on vehicles now appear on reflections.
  • Added dynamic resolution support when using ray tracing.
  • Fixed a bug where the color of uniforms in ray-traced reflections were different.
  • Fixed the blurry grass when using upscaling.
  • Added an option to add clutter and ground foliage to the ray traced scene.
  • Fixed the self-shadowing on certain trees when ray tracing is enabled.
  • Fixed a bug where the shadows of ray-traced water seemed to flow in one direction.
  • Fixed excessive specular reflections in ray-traced reflections that made the scene appear too bright.
Locations and missions
  • Changed the wind strength and direction on the Normandy Fortified Beach and Coastal Area locations.
  • Added new missions: "Kahif cave village (Conquest)" and "Kahif cave village (Conquest) Large".
  • Improved the placement of vehicle spawn points in the "Vysokovo Village (Assault)" mission.
  • Improved the placement of infantry spawn points in the "Mountain pass (Invasion)" and "Mountain pass (Confrontation)" missions.
  • Improved the placement of infantry spawn points in the "Heilongjiang Airport (Invasion)" mission.
  • Improved the placement of infantry spawn points in "The Reich Chancellery (Invasion)" and "The Reich Chancellery (Confrontation)" missions.
  • Improved the placement of capture points in the "Gogol street (Invasion)", "Gogol street (Confrontation)", "Univermag (Confrontation)" and "Univermag (Invasion)" missions.
  • Improved the placement of infantry spawn points in "The Avangard Collective Farm (Conquest)" mission.
  • Improved the placement of aircraft on the runway in the "Airfield (Invasion)" mission. It is now easier to take off with these aircraft.
  • Improved the placement of vehicle spawn points in the "Power plant North (Invasion)" mission.
  • Improved the placement of infantry spawn points in "The Kroll Opera House (Invasion)" mission.
  • Improved the placement of infantry spawn points in the "Le Bre West (Invasion)" and "Le Bre East (Invasion)" missions.
  • Fixed the placement of capture points in the "La Perelle Village South (Invasion)" mission.
  • Improved the battle areas in the "Munda Point: Airfield (Invasion)" and "Munda Point: Laiana (Invasion)" missions.
  • Improved the placement of capture points and battle areas in the "Ruins of Vaux" missions.
  • Improved the placement of spawn points in the "Heilongjiang North (Invasion)" mission.
  • Improved the placement of spawn points in the "Omer (Confrontation)" mission.
  • Improved the battle areas in the "New Georgia (Destruction)" mission.
  • Improved the placement of spawn points, capture points and battle areas in "The Reich Chancellery North (Invasion)" and "The Reich Chancellery West (Invasion)" missions.
  • Improved the placement of spawn points, capture points and battle areas in "The Reich Chancellery (Confrontation)" mission.
  • Improved the placement of spawn points for motorcycles and APCs in the "Al Har" missions.
  • Improved the placement of spawn points in the "Guadalcanal Coast" missions.
  • Improved the battle areas in the "Gare de Saint-Lo (Confrontation)" mission.
  • Added new spawn points for the attackers when the fourth capture point is active in "The Kroll Opera House (Invasion)" mission.
  • Improved the placement of spawn points in the "Tenaru River" missions.
  • Improved the placement of spawn points in the "Oasis South (Invasion)" mission.
  • Improved the placement of spawn points in the "Gorge North (Invasion)" mission.
  • Adjusted the shape of the capture points in the "Al Har", "Al Jabal Farm" and "Fortress" missions.
  • Improved the placement of spawn points in the "Communist street" missions.
  • Improved the placement of spawn points in the "Univermag North (Invasion)" mission.
  • Added additional vehicle spawn points in the "The Avangard Collective Farm (Conquest)" mission.
  • Adjusted the shape of certain capture points in the "The Kroll Opera House" missions.
  • Improved the placement of vehicle spawn points in the "Myansera" missions.
  • Improved the placement of spawn points, capture points and battle areas in the "Pokrovskoe City (Assault)" and "Pokrovskoe City (Destruction)" missions.
  • Improved the placement of vehicle spawn points in the "Heilongjiang (Conquest)" mission.
  • Improved the placement of spawn points in the "Königsplatz East (Invasion)" mission.
  • Improved the placement of spawn points in the "Gare de Saint-Lo South (Invasion)" mission.
  • Improved the placement of spawn points, capture points, battle areas and the position of the respawn camera in the "Ministry Garden South (Invasion)" mission.
  • Adjusted the display of the borders of capture points in "The Reich Chancellery", "Ministry Garden", "Hermann Goering strasse", "Wilhelmstrasse", "Univermag" and "Pokrovskoe City" missions.
  • Improved the placement of spawn points and battle areas in "The Reich Chancellery (Conquest)" mission.
  • Improved the placement of spawn points in the "River crossing North (Invasion)" and "River crossing West (Invasion)" missions.
  • Added new cover, made it easier for infantry to enter and leave the station and improved the navigation of AI soldiers in the "Lehrter Bahnhof" missions.
  • Improved the placement of infantry and vehicle spawn points, capture points and battle areas in the "Lehrter Bahnhof (Invasion)", "Lehrter Bahnhof (Conquest)" and "Lehrter Bahnhof (Destruction)" missions.
  • Made the water more shallow near the sawmill on the autumn Volokolamsk Countryside location.
  • Improved the navigation of AI soldiers in the Ardennes.
  • Made the ticket booths destructible in the "Lehrter Bahnhof" missions.
  • Added grime to objects and buildings where they come into contact with the ground, without affecting the performance.
  • Reduced the probability of rainy weather in Burma.
  • Made large maple trees destructible on all locations, allowing them to be destroyed by tanks.
  • Made corals destructible in the Pacific.
  • Adjusted the generation of concrete debris in "The Kroll Opera House" and "Lehrter Bahnhof" missions.
  • Adjusted the destructibility of anti-aircraft guns and vehicles by tanks in the "Lehrter Bahnhof" missions.
  • Adjusted the water depth of the ford in the Ardennes.
  • Adjusted the behavior of the wind in certain weather conditions on the Ardennes and Seelow Heights locations.
  • Fixed the incorrect physical materials on various locations for more accurate display of hit marks.
  • Made the metal gates at the checkpoint destructible in the "Steel Mill" missions.
  • Improved the navigation of AI soldiers on the staircases of radar installations in the Ardennes.
  • Improved the geometry of pre-placed bomb craters.
  • Adjusted the color and transparency of the water in Burma.
  • Fixed floating debris and rocks in the Far East.
  • Added bricks to the windows of the Ministry building on the Opera location in Berlin.
  • Fixed the destruction of windows and doors at the main entrance side of the train station in Berlin.
  • Added ramps to fix the navigation of AI soldiers on the upper floor of the Ministry building near the train station in Berlin.
  • Fixed the LOD of the railings of buildings in the Far East.
  • Fixed the inscriptions on signboards in the Far East.
  • Fixed multiple places where soldiers could get stuck around the Repnikova house capture point in Stalingrad.
  • Adjusted the destructibility of sheds in Normandy.
  • Fixed the flickering boxes in the back of trucks in the "La Perelle Village North" mission.
  • Updated the models of several trees on almost all locations.
  • Adjusted the trenches and embankments on the New Georgia location.
  • Fixed texture gaps on the Guadalcanal location.
  • Corrected the navigation of AI soldiers on the staircases of workshops in Stalingrad.
  • Adjusted the map of the sawmill in "The Maisky Forestry" missions.
  • Fixed one of the trenches where the ground was clipping through in the "D-Day" missions.
  • Fixed the collision of the staircase in the hotel in Burma.
  • Fixed the navigation of AI soldiers on the scaffoldings inside the monastery in Moscow.
Other improvements
  • Adjusted the chances of daily login rewards, improved the contents of the medium box for 10 days and replaced the big box for 15 days with a new one containing Silver Chests.

Ray tracing and graphical improvements!



Commanders, this devblog is dedicated to the visual changes coming with the "Hidden Threat" update. It has two parts, the first is about ray tracing, while the second is about general graphical improvements.

Ray tracing


Ray tracing is coming out of the beta phase. This new update brings new ray tracing features, improvements, under the hood optimizations and other additional improvements!

Intel support


We have resolved the Intel specific issues, so now PC players with Intel GPUs can play with ray tracing enabled too!

DLSS Ray Reconstruction (DLSS RR)


DLSS Ray Reconstruction is Nvidia's ray tracing specific upscaler. It works similarly to DLSS, it takes in a low resolution image and temporally accumulates frames to output a high quality result. However ray reconstruction is specifically designed to handle the noisy output of ray tracing.

Our existing pipeline renders the frame in full resolution, then in a lower resolution each ray traced effects get individually denoised and upscaled, then applied to the screen.

Reflections after denoising:



Ambient occlusion after denoising:



Shadows after denoising:



With DLSS Ray Reconstruction we don't need these denoisers, we instead trace the rays in rendering resolution, directly apply the noisy ray traced result to the image and then pass it into DLSS to upscale and denoise at once.

Reflections:



Ambient occlusion:



Shadows:



DLSS RR input:



Another thing to note is that thanks to DLSS RR we can make high quality soft shadows on dynamic lights too for no extra performance cost, just by randomizing the direction of the light ray shot towards the lamps for a spherical volume.

With DLSS RR:



Without DLSS RR:



Since DLSS RR requires the ray tracing's resolution to match the render resolution we recommend the "Performance" preset if previously the game was ran without upscaling, alongside enabling all ray traced effects for most efficient utilization of DLSS RR.

[previewyoutube][/previewyoutube]
Dynamic resolution support


Ray tracing has been released without dynamic resolution support, since we had technical issues. Those issues have been resolved and now it can be enabled with ray tracing, giving you a smoother experience in demanding scenarios.

Improved rough reflection using screen probes


Ray traced reflection is using a variable ray length that is calculated based on the roughness of the surface. This ensures that we don't spend too much time tracing surfaces where a clear image will not form anyway. However if the ray is short, we can't know for sure if we didn't hit anything because there is nothing there or because we made the ray too short, so we had to use an approximation based on the GI scene. While this resulted in a cheap and stable image, it was just an approximation and we knew we can do better.

Before reflection calculation we generate a regular grid on the screen, place probes there based on the scene geometry, trace from those probes in all directions in a low resolution and temporally accumulate data using the results from previous frames.



During the reflection calculation these probes can be used instead of the old fallback, if they are close to the traced pixel. This allows for the sky to physically accurately light up the rough surfaces, such as concrete, without adding a significant performance overhead.

No screen probes:



With screen probes:



Extended BVH scene


While most objects rendered in the world were added to the BVH, some were missing, but we have now added them.

Water can now be seen in reflections.



Decals on tanks and other vehicles now appear too.



Grass, foliage and miscellaneous clutter was added too. Because this one has a moderate performance overhead, this is a setting that you can enable or disable anytime in the graphics options.

With foliage:



No foliage:



And there is more!


In this section we will tell you about the non-ray tracing features of the upcoming major update.

Burning vegetation


[previewyoutube][/previewyoutube]
We have added the ability to burn vegetation using fire based weaponry, like flamethrowers, Molotov cocktails and even incendiary bombs.

Setting a tree on fire will cause it to spread all over it, spawning fire effects. The bark gets charred with embers glowing and as the fire spreads, the leaves burn down and disappear, leaving only the trunk standing, which might collapse under its own weight.

Grass and ground foliage can also be burned. The foliage will burn down in a similar fashion as the trees, leaving mere stubs of the grass. There is also an animated decal spawning on the terrain, which then will switch to a static decal to save on performance.

And all of this is synced between players, so you will see the same result no matter where you were on the map when the foliage was burned down.

Antialiasing update


We have also updated the antialiasing options. The setting for quality presets has been unified, so that switching between antialiasing modes keeps the same values.

Nvidia DLSS


DLSS has been updated to its newest 4.5 version. It brings image quality improvements, primarily targeting the Performance and Ultra Performance presets. Due to its performance cost we added an option for model selection, so the faster legacy preset or slower new preset can be either explicitly selected, by default the game selects based on the GPU generation.

AMD FSR


AMD FSR has been updated to 4.0, bringing image quality improvements for the latest AMD GPUs supporting the neural network based implementation.

Intel XeSS


We have also updated to XeSS 2.

Disintegration effect for destroyed objects


Destroyed objects, like doors and windows, now have a disintegration animation instead of just sinking into the ground.

[previewyoutube][/previewyoutube]
Improved animations on effects


We have added improved animations for our effect system. Previously we just switched between key frames, but now with motion vectors for each of them, we can interpolate the key frames smoothly, which makes effects a lot more pleasant to look at.

Improved shadows of particles


Calculating shadows per pixel on all transparent effects is very expensive. Instead we calculate shadows into a voxel grid around the camera and any particle effect that's close can just sample that. With this we can have high quality shadows on effects without a massive performance overhead.

Before:



After:



The full potential of this feature can be enabled by setting the shadow quality to ultra. On qualities below, this technique is still used to make the per vertex shadow calculation on effects a lot more stable than before.

Improved rain


We have reworked our rain. The simulation of rain has been moved to the GPU, this allows the maximum particle count to go up significantly. We now also have a support for rain density map based on the cloud density in the sky. We also introduced levels of detail for rain based on the "Resolution of Visual Effects" setting, so at higher resolutions the rain covers a bigger area. Plus we now have a more realistic rain refraction, as each rain particle can now have a proper distortion.

[previewyoutube][/previewyoutube]
Improved visibility for muzzle flashes


The guns produce a significant amount of smoke and while that's realistic, in some scenarios it can significantly hamper visibility. To improve the gameplay experience we dynamically balance the alpha of these smoke effects so that you don't lose visibility when shooting from a bright location into a dark room for example.

[previewyoutube][/previewyoutube]
Improved ripples on water from vehicles


We have also improved the water ripple simulation. Previously, the interaction of vehicles with water were represented by simple, non-physical circular ripples. The new system now accounts for the specific shape of the vehicle's hull, creating a proper "bow wave" that physically pushes the water forward as you drive.

We added dynamic foam generation too. Previously absent, foam is now generated physically correctly by strong water ripples - whether caused by a moving tank, bullet impacts, or other interactions. Consequently, the physical parameters for how projectiles generate waves have also been improved and tuned for greater realism.

Implementing these physics-based fluid interactions required a rework of our graphics presets. While the improvements are visible generally, the ripples from dynamic objects are significantly more detailed when the "Water Ripples Quality" is set to Ultra.

[previewyoutube][/previewyoutube]
Hit marks on aircraft


We have added support for the display of hit marks on aircraft, which are visible both from the outside and from inside the cockpit.



There are many more smaller improvements in the update that couldn't make it into this devblog, but we hope that you will enjoy these changes in the game soon when the update goes live.

See you on the battlefield, commanders, but don't forget to stop once in a while and just admire your surroundings!

Spring Starter Pack Sale



Discounts are available from March 19th (13:00 UTC) to March 26th (13:00 UTC) in the Gaijin store and from March 19th (17:00 UTC) to March 26th (17:00 UTC) on Steam.

Gaijin store discounts
  • 50% discount on all starter packs.
Steam store discounts
  • 50% discount on all starter pack DLCs.

Each starter pack includes a medic with a fully upgraded submachine gun, a medkit and an explosion pack, plus 300 Gold and premium account for 3 days. Good luck on the battlefield!

Unplanned maintenance (March 17th, 2026)



At the moment, some of the game related services may be unavailable. We are sorry for this temporary inconvenience and we are doing our best to restore the game's functionality as soon as possible.

[hr][/hr]
19:15 UTC - Unplanned maintenance completed