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  3. Supporter Preview for 0.4 Live Now 

Supporter Preview for 0.4 Live Now 

[p]
Hey, everyone,
[/p][p]To express our gratitude for your support, all Supporter Edition owners now have access to the Update 0.4 Preview. Any progress made during this period will carry over to the full release, scheduled for March 31.
[/p][p]Read on to learn how to access the preview & watch the Spearhead first reactions video.[/p][p][/p][previewyoutube][/previewyoutube][h2][/h2][p][/p][h2]How to Access the Supporter Preview[/h2][p][/p][p]To join the Supporter Preview, you need to own the Supporter Edition of Gray Zone Warfare.
[/p][p]To make this more accessible, all editions are available at a 33% discount from March 26, 10 AM PDT / 1 PM EDT / 6 PM CET, to April 9, 10 AM PDT / 1 PM EDT / 7 PM CEST. You can purchase the Supporter Edition or upgrade your current edition through the game’s store page.  Players who already own the base game, Tactical Edition, or Elite Edition can upgrade to Supporter by paying only the price difference.[/p][p][/p][p]Once the preview begins on March 27, you will need to switch your Steam branch in order to download the 0.4 build. Please note that after switching, you will not be able to return to version 0.3.5.5.[/p][p][/p][p]How to download the update:[/p]
  1. [p]Open Steam[/p]
  2. [p]Right-click on Gray Zone Warfare in your Library[/p]
  3. [p]Select “Properties”[/p]
  4. [p]Go to “Game Versions & Betas”[/p]
  5. [p]Select the “supporter-preview” branch[/p]
  6. [p]Download version 0.4 by clicking “Update” in Steam. If the option does not appear, restart Steam, switch to offline mode, then back online, and try again.[/p]
  7. [p]Launch the game[/p]
[p][/p][p]Here is a video showing how to switch branches on Steam:[/p][p][/p][p][dynamiclink][/dynamiclink][/p][h2]What the Supporter Edition Includes[/h2][p][/p][p]The Supporter Edition offers a unique cosmetic apparel, a special supporter designation, additional equipment, the largest locker, and a lockbox.[/p]
  • [p]Locker Size (10x60)[/p]
  • [p]Secure Lockbox (3x3)[/p]
  • [p]GZW T-shirt (in-game)[/p]
  • [p]GZW Trousers (in-game)[/p]
  • [p]GZW Gloves (in-game)[/p]
  • [p]Special Supporter Color Name[/p]
  • [p]Exclusive Supporter Badge[/p]
  • [p]Supporter Edition Equipment & Money[/p]
  • [p]Silver Supporter Morale Patch[/p]
[p][/p][h2]What’s New in Spearhead [/h2][p][/p][p]With the Spearhead update, Gray Zone Warfare is set to feel like a completely new game.[/p][p][/p][p]By increasing player agency, clarifying in-game systems, and striking a better balance between realism and gameplay, the update introduces major changes across the board.[/p][p][/p][p]Key features:[/p]
  • [p]Redesigned task system that creates a more replayable progression loop[/p]
  • [p]More than 100 new Tasks and Contracts, plus over 50 updated tasks, bringing the total to more than 250[/p]
  • [p]More than 25 new locations[/p]
  • [p]Rebuilt and polished existing locations[/p]
  • [p]Expanded lore[/p]
  • [p]8 new weapons, more than 380 weapon parts, and over 150 gear pieces[/p]
  • [p]Revamped loot system[/p]
  • [p]Redesigned Tactical Map[/p]
  • [p]Reworked vendor stocks and economy[/p]
  • [p]Rebalanced ballistics[/p]
  • [p]Reworked core movement animations[/p]
  • [p]Refactored sound design[/p]
  • [p]AI improvements[/p]
  • [p]Rebalanced health system[/p]
  • [p]New onboarding area and tutorial[/p]
  • [p]New Field Manual[/p]
  • [p]New Player Statistics[/p]
  • [p]HUD and controls improvements[/p]
  • [p]Visual polish[/p]
  • [p]Lighting improvements[/p]
  • [p]Technical improvements, optimization
    [/p]
[p]Learn more in our video devlogs or read their summaries here:[/p][p]You can find the complete WIP CHANGELOG below. (Please note: some details may still change before the update’s full launch.)[/p][p][/p][h2]A Fresh Start for Everyone[/h2][p][/p][p]This update includes a full progress wipe, giving all players a fresh start. It creates a level playing field and lets everyone experience the redesigned systems, tasks, and economy from the beginning.[/p][p][/p][p]Wipes are an important part of Early Access. They allow us to introduce major changes, rebalance the experience, gather player feedback, and iterate as we continue building the game together with the community. [/p][p][/p][h2][/h2][h2]Stay Tuned[/h2][p]Up next is the full release of Update 0.4 on March 31. We will share details about the release schedule in advance.[/p][p][/p][p]We look forward to seeing you at the Supporter Preview and hearing your feedback. If you encounter any issues, please report them to our support. [/p][p][/p][p]Every Move Matters, [/p][p]MADFINGER Games Team

------------------
[/p]
Supporter Preview 0.4 Changelog \[Not Final]
[p]
(Please note: some details may still change before the update’s full launch.)[/p][p][/p][h2]Core Gameplay Overhaul[/h2][p][/p][h3]Progression and Task System[/h3]
  • [p]The task system has been fully redesigned to create a more replayable progression loop that gives players more agency and freedom.[/p]
  • [p]Tasks now feature more engaging gameplay, including puzzles and new types of world interaction. They are no longer tied to a specific time of day, based on community feedback.[/p]
  • [p]The majority of tasks are now replayable (apart from Starter Town tasks)[/p]
    • [p]New tasks will take players deeper into the jungle and encourage exploration across the island.[/p]
  • [p]With more than 100 new Tasks and Contracts and over 50 updated ones, the total number of tasks now exceeds 250[/p]
  • [p]Contracts replace Squad Strike Missions. They offer simpler objectives and can be played in a squad as before, as well as solo[/p]
[p][/p][h3]Improved rewards and clarity[/h3]
  • [p]Task rewards have been rebalanced to place a greater emphasis on money over items, giving players more flexibility in how they progress[/p]
  • [p]Rewards are now delivered directly to your locker instead of through the messenger.[/p]
  • [p]All available tasks are now shown on the map, including the approximate locations of the objectives, and can be accepted directly from the map instead of through the task list[/p]
    • [p]Vendors can now also send attachments in messages, including images, to make it easier for players to identify the objectives[/p]
  • [p]The map is now divided into regions. These regions are open to exploration, but tasks within each one are unlocked through your progress.[/p]
[p][/p][h3]Vendor reputation system revamp[/h3]
  • [p]Vendor inventories have been completely reworked to provide more meaningful choices and reduce reliance on the M4 meta[/p]
  • [p]Access to vendors is now tied to player rank milestones[/p]
  • [p]As you earn reputation with vendors by completing tasks and trading items, you level up and unlock new regions, more dangerous and profitable tasks, and access to better weapons, gear, and items.[/p]
  • [p]Vendors now sell secure containers[/p]
[p][/p][h3]AI Improvements[/h3][p]AI behavior has been reworked to create a more balanced and believable combat experience. Enemies are less likely to detect players with unrealistic accuracy or land long-distance one-shot kills. At the same time, AI NPCs now operate more effectively in groups and make better use of cover[/p]
  • [p]One-shot kills have been significantly reduced[/p]
    • [p]AI NPCs' shot precision is now properly adjusted with regard to the distance to the player[/p]
  • [p]AI NPCs no longer know whether they have hit their target during suppression fire, which reduces their ability to track player positions[/p]
  • [p]Reactions to sound are now less precise, making stealth gameplay more viable[/p]
  • [p]AI NPC groups now patrol designated areas, especially around important strongholds[/p]
  • [p]Bosses now spawn together with their guards[/p]
    • [p]Some of the AI NPCs now have new roles, such as bodyguards and sergeants, each distinguished by their appearance and gear[/p]
  • [p]Silent kills are now more effective. Eliminating enemies quickly and quietly can prevent nearby groups from being alerted, supporting stealth-oriented playstyles[/p]
  • [p]AI NPCs now activate their flashlights in sync with environmental lighting, such as street lamps.[/p]
  • [p]… and many more under-the-hood improvements and tweaks to make the combat challenging but fair[/p]
[p][/p][h2]Enhanced Combat Immersion[/h2][p][/p][p]This update also focuses on improving combat readability and refining character movement.[/p][p][/p][h3]Clearer combat feedback[/h3]
  • [p]We are making it easier to see when and how AI NPCs have been injured.[/p]
  • [p]We have added two types of hit reactions: shorter animations for light hits, and longer, more severe reactions for organ or bone hits[/p]
  • [p]AI NPCs now use limping animations when suffering from a broken leg[/p]
[p][/p][h3]Upgraded character movement[/h3][p]Character movement has been upgraded across jumping, sprinting, and falling[/p]
  • [p]Sprint now has two forms: Tactical sprint for covering longer distances, and Emergency sprint, which is faster at the expense of stamina drain and noise[/p]
  • [p]Jumping has been reworked to feel more immersive and realistic, while also preventing unintended or unrealistic behavior[/p]
  • [p]Falling has also seen updates. Smaller falls will slow the player down, while larger falls stop movement entirely. Falling from a great height now triggers a free-fall animation and results in immediate death[/p]
[p][/p][h3]Health System polishing and balancing[/h3]
  • [p]New medical items[/p]
    • [p]We've expanded the range of available medical products to include, among other things, painkiller bottles with multiple charges, or hemostatic syringes for quickly stopping bleeding[/p]
  • [p]Rebalanced symptoms and enhanced audiovisuals[/p]
    • [p]Symptoms have been rebalanced, and their audiovisual presentation has been improved.[/p]
    • [p]Fatigue is now more pronounced, including heavier breathing even during normal running.[/p]
  • [p]Improved UI indicator when healing other players[/p]
    • [p]The time to death indicator now shows how urgently you need to act to save a teammate[/p]
    • [p]If other players are treating a wounded friend, you can now see both the progress of their action and which wounds are being treated[/p]
  • [p]The improved health status indicator in the top left corner now shows how severe the injury is[/p]
  • [p]Updated stims now have weaker negative side effects and are more viable[/p]
[p][/p][h2]Expanded World Atmosphere & Logic[/h2][p][/p][h3]Deeper lore and storytelling[/h3][p]The world's lore has been significantly expanded. You will delve deeper into Lamang's history, uncover some of its darkest secrets, and move closer to understanding the mystery of The Event.[/p]
  • [p]Lamang has undergone major changes, and its locations are now filled with new details and varied assets that hint at the island's dark history[/p]
    • [p]We've added more than 25 new locations across the island, ranging from small points of interest to larger exploration areas[/p]
    • [p]We've added 351 intel items to explore, including magazines, letters, and posters that will help you uncover Lamang's dreadful reality[/p]
  • [p]New small-scale biomes have been added across the map, including burned forests, bamboo forests, and swamps.[/p]
  • [p]Existing locations have been rebuilt and polished, with a stronger focus on environmental storytelling and visual consistency.[/p]
  • [p]Vegetation around Combat Outposts and key points of interest has been reduced to improve visibility and combat clarity.[/p]
  • [p]The base camp has been redesigned to support the new tutorial area, including a shooting range, obstacle course, and infirmary[/p]
[p][/p][h3]New factions & bosses updates[/h3]
  • [p]The enemies across Lamang are now divided into seven clearly differentiated factions, with various levels of enemy difficulty[/p]
  • [p]Each faction now has its own identity, visible through unique faces, clothing, weapons, gear, and carried loot.[/p]
  • [p]Each faction also comes with its own boss, featuring distinctive voice lines and equipment[/p]
[p][/p][h3]World systems and immersion[/h3]
  • [p]New interaction types[/p]
    • [p]Some interactive objects now require power to function, adding another layer of world logic[/p]
  • [p]Most locked doors are now breachable from the inside[/p]
  • [p]New valuables[/p]
    • [p]Valuable loot has been expanded and better aligned with the locations where it spawns, making exploration feel more consistent and rewarding.[/p]
  • [p]Lamang now features moon phases, adding another layer of atmosphere and, more importantly, darkness to night operations.[/p]
[p][/p][h3]Visual improvements[/h3][p]A wide range of visual upgrades has been made to improve overall quality and realism.[/p]
  • [p]New models for player characters and vendors[/p]
  • [p]Reworked and visually upgraded all PMC heads (16 heads in total)[/p]
  • [p]Lighting improvements across multiple environments[/p]
  • [p]Visual polish of grenade explosions, fences, cars, buildings, and much more[/p]
[p][/p][h3]Audio improvements and reworks[/h3][p]Audio has been significantly expanded and refined across multiple areas of the game.[/p]
  • [p]Improved various aspects of the game audio[/p]
    • [p]Movement sounds are now more detailed, and additional actions such as standing up from a crouch or dropping from obstacles are now supported with dedicated sound effects.
      Character reactions to health states such as exhaustion, pain, and injury have been improved.[/p]
    • [p]Medical equipment now has more distinct and immersive audio.[/p]
[p]Spatial and equipment audio[/p]
  • [p]Spatial audio and echo behavior have been improved in selected buildings.[/p]
  • [p]All active headsets have updated sound profiles, making each type feel more distinct and more valuable in gameplay.[/p]
[p]Voice-overs and combat audio[/p]
  • [p]New voice-overs have been added for AI NPCs and bosses, with reactions that reflect their current health state.[/p]
  • [p]Close-range gunfire now has a stronger, more impactful sound profile.[/p]
  • [p]Weapon audio has been expanded with new sounds for handling, distant gunfire, bullet impacts, ricochets, and sonic cracks to better communicate weapon types.[/p]
[p]Ambient sounds[/p]
  • [p]Wildlife now reacts to gunfire, providing additional environmental audio cues.[/p]
  • [p]Radios emit localized audio that can hint at nearby enemy presence[/p]
[p][/p][h2]Weapons, gear, and loot[/h2][p][/p][h3]Weapons[/h3]
  • [p]8 new weapons have been added: Alien, L403A1, M16A1, M1A, M14, Sa vz. 58, Remington Model 788 .222, and M-201C[/p]
  • [p]More than 380 new weapon parts are included, featuring both brand new components and additional color variants for existing ones[/p]
  • [p]We are introducing magnifiers[/p]
    • [p]Magnifiers, a long-requested feature, are now available. They allow you to significantly extend your effective range. Flip them up or down with a single click and enjoy the flexibility in combat they offer.[/p]
  • [p]Weapon customization and visuals[/p]
    • [p]9 unique camo variants for firearms[/p]
    • [p]12 unique engraved weapons for the bosses[/p]
    • [p]New reticle color variants for selected scopes[/p]
  • [p]Weapon handling and balance overhaul[/p]
    • [p]Weapon stats have been revamped to better reflect handling characteristics, including aiming down sights speed, sway, inertia, reload speed, and weight.[/p]
    • [p]Weapon weight now affects ergonomics, sway, acceleration, and ADS in the first-person view[/p]
    • [p]Ballistics calculations have been improved to better balance realism and gameplay, making both weapons and ammunition more viable across different scenarios[/p]
    • [p]Durability now decreases faster, encouraging players to reserve their best equipment for high-risk situations. Ammunition type also affects durability, with certain rounds causing increased wear.[/p]
    • [p]Ammunition details now display the lowest armor class the projectile cannot penetrate, along with durability burn.[/p]
  • [p]Manual bolting[/p]
    • [p]Manual bolting has been added for bolt-action rifles. The bolt cycle can be postponed until the trigger is released, allowing players to stay in ADS and observe the impact of the shot before cycling the next round[/p]
  • [p]Added new weapon check animations for the most commonly used weapons and newly added weapons[/p]
  • [p]Improved weapon sounds with clearer directional positioning and seamless tonal shifts[/p]
[p][/p][h3]Gear [/h3]
  • [p]More than 150 new gear pieces have been added, including new colour variants of previously existing equipment[/p]
    • [p]33 unique boss variants of existing and new gear[/p]
    • [p]Rebalanced helmets to offer more meaningful protection, with caliber and velocity directly affecting penetration potential[/p]
  • [p]Binoculars & Range Finders [/p]
    • [p]Scout the area in advance and discover enemies hiding in the distance. With range finders, measure the distance to the target easily and adjust your zeroing for maximum lethality[/p]
  • [p]A new Attachment Interface section has been added to the Inspect window, clearly showing which socket items can be attached to[/p]
  • [p]Tracking tag durations has been increased[/p]
    • [p]Basic Tracking Tag 1 -> 3[/p]
    • [p]Tracking Tag 2 -> 6[/p]
    • [p]Advanced Tracking Tag 4 -> 12[/p]
[p][/p][h3]Loot[/h3][p]The loot system has undergone extensive changes in this update. We significantly expanded the loot pool to increase variety and make exploration more exciting.[/p]
  • [p]Doubled the number of distinct loot, adding over 123 items, including cases, food, meds, medical supplies, and valuables[/p]
  • [p]The spawn rate and variety of high-value loot have been increased to encourage exploration across the map.[/p]
  • [p]Introduced junk items[/p]
  • [p]Added new container types [/p]
    • [p]Magazine[/p]
    • [p]Safe[/p]
    • [p]Injector[/p]
  • [p]Certain foods and drinks now provide buffs when consumed. For example, coffee boosts stamina recovery speed[/p]
[p][/p][h2]New player-first features[/h2][p][/p]
  • [p]A new Onboarding stage, a.k.a tutorial[/p]
    • [p]To help new players get familiar with the game, we created a dedicated starting area featuring an obstacle course, an infirmary tent, and a shooting range, along with a tutorial that introduces the game's basic mechanics.[/p]
    • [p]The tutorial can be completed in just a few minutes and may be skipped if preferred, for example, after a character wipe[/p]
    • [p]It covers the basics of navigation, wound treatment, combat, travel, and accepting tasks[/p]
  • [p]GZW Field manual[/p]
    • [p]Everything you need to know about Gray Zone Warfare is now in one place, right in the game.[/p]
    • [p]A detailed in-game Field Manual with over 110 pages covering nearly every feature in the game.[/p]
  • [p]Player Statistics[/p]
    • [p]More than 500 different statistics are now tracked[/p]
    • [p]These include both lifetime statistics, which reflect your long-term progress, and seasonal statistics, which track your activity during a specific update[/p]
    • [p]For example: tasks completed, exploration progress, items collected, loot boxes opened, hidden stashes found, kilograms of food consumed, liters of blood lost, kilograms of ammunition used… [/p]
  • [p]Morale Patches[/p]
    • [p]Morale Patches are a new type of apparel that players can earn through progression, special events, Twitch Drops, or by supporting the game[/p]
[p][/p][h3]Quality-of-Life improvements[/h3]
  • [p]The tactical map has been redesigned to improve clarity and make navigation easier[/p]
    • [p]Tasks can be accepted directly from the tactical map[/p]
    • [p]Players now begin with map regions locked, supporting clearer progression and exploration[/p]
    • [p]A new map legend has been added to make navigation and map reading more intuitive[/p]
  • [p]Faction members are now indicated on the compass for better situational awareness[/p]
  • [p]Hovering over items at the vendor shopping window now shows the complete name of the item[/p]
  • [p]The caliber loaded in a magazine is now displayed directly on the magazine itself[/p]
    • [p]No more unloading to find out what ammo is in the mag[/p]
  • [p]Durability and UI icons improvements[/p]
    • [p]Icons now visually reflect an item’s durability, making condition easier to read at a glance[/p]
  • [p]Added Stat comparisons when attaching weapon parts.[/p]
    • [p]Stat comparisons have been added when attaching weapon parts, allowing players to see in real time how a new part will affect their weapon[/p]
    • [p]Compatible items are now highlighted for both firearms and weapon parts[/p]
  • [p]New keybindings[/p]
    • [p]New keybindings have been added for quick zoom in and out, as well as quick drop, which is set to the Delete key by default[/p]
  • [p]Improved item modding[/p]
    • [p]Weapon parts can now be quickly swapped with drag and drop[/p]
    • [p]Items can be attached directly to free slots by pressing Ctrl + click when the weapon inspection window is open[/p]
    • [p]All weapons and weapon parts now include tags showing which part or slot they can be attached to.[/p]
  • [p]Stackable items now stack properly inside containers when picked up[/p]
  • [p]Channel notifications can now be muted[/p]
[p][/p][h2]Technical State[/h2][p][/p]
  • [p]Reworked scope rendering[/p]
    • [p]The new rendering system is less demanding on hardware, which should reduce FPS loss when aiming down sights.[/p]
  • [p]Improved performance on lower-end GPUs to provide a smoother overall experience[/p]
  • [p]Lower memory usage[/p]
    • [p]Memory usage is expected to drop by around 3 GB[/p]
  • [p]Server performance improvements[/p]
    • [p]Server-side improvements should result in fewer hitches, better hit registration, and less rubberbanding.[/p]
  • [p]A wide range of crashes have been addressed to improve overall stability.[/p]
  • [p]Anti-cheat improvements[/p]
    • [p]Update 0.4 brings improvements to wallhack detection and banning, with additional improvements planned over time.[/p]
  • [p]Steam Rich Presence[/p]
    • [p]Steam will now display your rank, location, game mode, and faction to your friends while you are in the game[/p]
  • [p]DLSS update planned[/p]
    • [p]NVIDIA DLSS 4.5 will come in one of the patches following Update 0.4[/p]
[p][/p]
Bug fixes
[h2]
Most Important Community-Requested Fixes[/h2]
  • [p]Fixed an issue where players could fall through the ground after being revived from a coma[/p]
  • [p]Fixed an issue where replacing damaged parts of a weapon and then repairing the whole weapon might cause a negative repair timer on weapon parts when detached[/p]
  • [p]Fixed an issue where players did not receive their DLCs immediately after creating a new character in some cases[/p]
  • [p]Fixed an exploit where players attacked the enemy base camps in PVE to gain high-tier gear from the guards. From now on, enemy base camp guards cannot be killed in PVE mode[/p]
  • [p]Fixed an issue where fog density increased while aiming through a scope[/p]
  • [p]Fixed an issue where the IR flashlight and laser were visible in reflections of glass surfaces[/p]
  • [p]Fixed an issue where the game sounds might disappear completely after getting shot[/p]
  • [p]Fixed various locations where players could get stuck (listed below)[/p][p][/p]
[h2]Animations[/h2]
  • [p]Fixed an issue where the weapon shifted in the character's hands while suffering from cramps[/p]
  • [p]Fixed an issue where pressing the trigger during a cocking animation was not properly synchronized with other clients[/p]
  • [p]Fixed minor clipping during reload animations of the M700[/p]
  • [p]Fixed an issue where shells could spawn incorrectly during the Mossberg 590 reload animation[/p]
  • [p]Fixed a missing barrel tilt for Glock 17 when the bolt is locked[/p]
  • [p]Fixed a missing cocking animation for SKS and Mosin rifles that caused the weapons to become inoperable after removing and reattaching the internal magazine[/p]
  • [p]Fixed incorrect finger placement during the magazine check animation on AK rifles in third-person view (3PV)[/p]
  • [p]Fixed an issue where characters revived from a coma used an incorrect weapon-holding pose when equipped with a pistol or knife[/p]
  • [p]Fixed an issue where the magazine did not follow the AI NPC's hand during a reload when critically injured[/p]
  • [p]Fixed an issue where AI NPC hands clipped into collimators on their rifles[/p]
  • [p]Fixed an issue where a bullet appeared incorrectly during the reload animation of critically injured AI NPCs using an SKS[/p]
  • [p]Fixed a minor clipping issue during the check magazine animation on the AKS-74U in prone[/p]
  • [p]Fixed an issue where the hand clipped into the player's head when canting the M700 or Mosin Archangel while shooting[/p]
  • [p]Fixed an issue causing the Ban Pa boss's shooting animation to break when critically injured[/p]
  • [p]Fixed an issue where the character's wrist was visually deformed during specific animations of the SIG MCX or SVD[/p]
  • [p]Fixed an issue that caused the phone to fly away when players opened the game menu while moving forward while prone[/p]
  • [p]Fixed an issue where the animation for loading a magazine on AKMSN was too static[/p]
  • [p]Fixed an issue where the character's leg was in an unnatural position when kicking a partially blocked door[/p]
  • [p]Fixed the hand position when sprinting diagonally while holding the knife[/p]
  • [p]Fixed an unnatural wrist bend when aiming down sights with the MCX in crouch[/p]
  • [p]Fixed a short delay between animations when throwing a grenade without aiming it (visible only in 3PV)[/p]
  • [p]Fixed an issue where pressing the right mouse button while performing the Sit emote resulted in the image blurring[/p]
  • [p]Fixed a minor animation issue when reloading pistols without a magazine[/p]
  • [p]Updated various weapon animations for improved fluidity and realism[/p]
  • [p]Updated and polished various character animations[/p]
  • [p]Removed the sprint animation when the player falls from a cliff[/p]
[p][/p][h2]Gameplay[/h2]
  • [p]Fixed an issue where players might get stuck in free look mode if free look was set to press to toggle[/p]
  • [p]Fixed an issue where players could sell helmets with NVGs attached to Turncoat and receive an incorrect monetary value, even though he does not buy NVGs individually[/p]
  • [p]Fixed an issue where players were able to stun friendly base guards or players in the base camp with a stun grenade[/p]
  • [p]Fixed an issue that prevented attaching tactical devices to the left barrel slot when using the V-Block mount[/p]
  • [p]Fixed an issue where some safes could be looted without entering a code first[/p]
  • [p]Fixed an issue where dragging did not cancel when players started other actions, such as consuming food or attacking with a knife[/p]
  • [p]Fixed an issue where the base guards got stuck against a pole while patrolling the base camp[/p]
  • [p]Fixed an issue where players were unable to use mortar shells stored inside a container within a gear case[/p]
  • [p]Fixed a rare issue where a player might be unable to select a grenade with the shortcut despite having grenades in active slots[/p]
  • [p]Fixed an issue where players were able to move while the redeploy screen was active[/p]
  • [p]Fixed an issue that allowed a player in a coma to interact with a COP laptop and capture it[/p]
  • [p]Fixed an issue where the backup package failed to be delivered if players had exactly $1,000 worth of equipment[/p]
  • [p]Fixed an issue where the weapon model would disappear if a player unloaded the equipped weapon while holding a grenade[/p]
  • [p]Fixed an issue where the fire mode reset to single after removing and reinserting the magazine[/p]
  • [p]Fixed an issue where weapons placed in a backpack weapon slot could be stored in the IV Truncase if the backpack was swapped from the character instead of being dragged into the case[/p]
  • [p]Fixed an issue where consuming the last charge of a consumable item in a container would render the container unusable until reopening the game menu[/p]
  • [p]Fixed an issue where attaching the Comp Weight Compensator to a Glock 17 did not affect the stats[/p]
  • [p]Fixed the incorrect velocity of ejected casings when firing Vz. 61 Skorpion[/p]
  • [p]Fixed the incorrect bolt position after firing the last round without a magazine attached to the weapon[/p]
  • [p]Fixed the grenade spawn height when throwing grenades to prevent them from hitting door frames when thrown while standing inside doorways[/p]
  • [p]Fixed the interaction area for grenades when picking them up[/p]
  • [p]Fixed an issue where grenades did not inflict damage on the player who threw them in PvE mode[/p]
  • [p]Fixed an issue where AI NPCs did not change targets correctly if multiple real players were attacking them[/p]
  • [p]Fixed an issue where AI NPCs did not play additional hit reactions correctly and only triggered the full animation for the first hit[/p]
  • [p]Fixed an issue where AI NPCs were reacting to players flying in a helicopter[/p]
  • [p]Added a new ammunition type for AI NPCs to balance their lethality[/p]
  • [p]Added safeguards to prevent AI NPCs from phasing through stair railings inside Fort Narith HQ[/p]
  • [p]Fixed an issue where players were unable to cancel an action if it was bound to the same key on both key press and double press[/p]
  • [p]Fixed an issue where the Dark Star Iced Coffee might restore less energy than advertised[/p]
  • [p]Fixed an issue where pressing Shift when stamina is depleted did not cancel the sprint if the sprint is set to toggle[/p]
  • [p]Fixed an issue where radiation failed to build up near Ground Zero[/p]
[p][/p][h2]UI[/h2]
  • [p]Fixed an issue where the magazine color failed to update after reloading a weapon with a different type of magazine[/p]
  • [p]Fixed an issue where the player's death POV was visible for a moment after respawning[/p]
  • [p]Fixed an issue where the Twitch signup button was present briefly after entering the main menu[/p]
  • [p]Fixed an issue where placing a waypoint on the western part of the map might cause an "Out of boundary" error message[/p]
  • [p]Fixed an issue where attaching a scope would increase the rifle's size in the locker[/p]
  • [p]Fixed the incorrect inventory size of the SVD sniper rifle to reflect its real-world size better[/p]
  • [p]Fixed an issue where the durability bar disappeared after the item was fully destroyed[/p]
  • [p]Fixed an issue where the friend list might overflow its bounds when searching for a friend[/p]
  • [p]Fixed an issue where compatible items failed to be highlighted after opening the inspect window and then selecting the weapon's inspect view[/p]
  • [p]Fixed an issue where the text on the interaction widget failed to update after collecting the task item "UNLRA Bio Samples" from a fridge[/p]
  • [p]Fixed an issue where the PVP zone indicator overlapped the Squad Side mission button on the map[/p]
  • [p]Fixed an issue where squad invite messages disappeared when closing the chat channel[/p]
  • [p]Fixed an issue where dragging the settings screen only affected one section and caused it to overlap with other sections[/p]
  • [p]Fixed an issue where the container remained in an in-use state when players consumed the last charge of a consumable item, such as food[/p]
  • [p]Fixed an issue where swapping ammunition stacks in pockets didn't work if the stacks were not full[/p]
  • [p]Fixed unintended empty spaces between items on the apparel screen[/p]
  • [p]Fixed an issue where some Chinese, Japanese, and Korean names were not displayed correctly[/p]
  • [p]Fixed the incorrectly suggested compatibility between AFG-2 and AKS-74 QUAD[/p]
  • [p]Fixed an issue where pressing Escape when confirming settings changes resulted in applying the changes, not discarding them[/p]
  • [p]Added a notification to alert players if the virtual memory on their system is too low[/p]
  • [p]Added a notification to alert players if there are missing files and file verification is required[/p]
  • [p]Added a link to the troubleshooting page in the crash reporter when low virtual memory-related crashes are detected[/p]
  • [p]Vendor chats can be pinned again[/p]
  • [p]Improved UI compatibility with various resolutions[/p]
  • [p]Improved readability of numbers on car registration plates and model badges[/p]
  • [p]Adjusted the price format on vendor screens for items priced above $1,000 to show a single decimal point[/p]
  • [p]Added the option to report other players using the interaction widget[/p]
[p][/p][h2]Tasks[/h2]
  • [p]Tasks are no longer displayed on the vendor screen[/p]
  • [p]Added the difficulty tooltip for each task[/p]
  • [p]Fixed an issue where the task "Paranoia Agent" could fail despite having no fail condition[/p]
  • [p]Fixed the incorrect drop location for the Dongphou hiking camp cottage key[/p]
  • [p]Updated the task text for "Art of Deception" to mention that the item can be handed over in a COP as well as in the base camp[/p]
  • [p]Fixed an issue where task interaction prompts were visible on other nearby interactive items[/p]
[p][/p][h2]Rendering[/h2]
  • [p]Fixed an issue where the brightness dropped for a moment after visiting the vendor screen with the Global Illumination set to Low[/p]
  • [p]Fixed an issue where the game briefly displayed a static image after leaving an expedition outside the base camp[/p]
  • [p]Fixed an issue where shadows abruptly popped in during helicopter flights[/p]
  • [p]Fixed an issue where setting Resolution Quality to High might cause a sparkling effect on vegetation[/p]
  • [p]Fixed an issue where the mountains at the edges of the map looked gray and washed out[/p]
  • [p]Fixed an issue where light intensity changed suddenly at night during weather transitions[/p]
  • [p]Fixed an issue where AI chest flashlights were not visible from longer distances[/p]
  • [p]Fixed misaligned flashlights on various weapons[/p]
  • [p]Fixed an issue where the flashlight cone split after performing a weapon check animation[/p]
  • [p]Fixed an issue where the laser beam disappeared from an active laser tactical device when another weapon part was attached[/p]
  • [p]Fixed an issue where turning on an IR flashlight caused the regular flashlight light cone to split[/p]
  • [p]Fixed an issue where turning on an IR flashlight changed the color temperature of the regular flashlight if used at the same time[/p]
  • [p]Fixed an issue where IR lasers and flashlights were partially visible without using NVGs at longer distances[/p]
  • [p]Fixed a rare issue where switching between the primary and secondary weapons might result in both models being displayed at the same time[/p]
  • [p]Fixed an issue where stars were not rendered correctly when scoped in[/p]
  • [p]Reduced the flickering of shadows on world assets when looking through a scope[/p]
  • [p]Fixed an issue where the scope image flickered after aiming down sights on High and Epic settings[/p]
  • [p]Fixed an issue where flashlights were visible through walls when looking through a scope on Low settings[/p]
  • [p]Fixed an issue where the PSO scope clipped through NVGs when aiming down sights[/p]
  • [p]Fixed an issue where water surfaces might flicker when looked at through the scope[/p]
  • [p]Fixed an issue where the world was rendered with a dark or yellow tint when viewed through a scope on Low settings[/p]
  • [p]Fixed an issue where collimator reticles disappeared after getting suppressed while using NVGs[/p]
  • [p]Fixed an issue where NVGs flickered instead of entering emergency shutdown when another player aimed a flashlight at them[/p]
  • [p]Fixed the missing mesh that appeared when aiming down sights after the emergency shutdown was activated on the NVG PVS-7[/p]
  • [p]Fixed an issue where distant AI NPCs were not performing animations correctly[/p]
  • [p]Fixed an issue causing a white outline on vegetation during heavy rain and stormy weather[/p]
  • [p]Fixed an issue causing the light cone of the X400 flashlight to be cut in half when attached to the Sig MCX[/p]
  • [p]Fixed an issue where the player model in the main menu did not update the gear after cancelling a reconnection attempt and losing all gear[/p]
  • [p]Fixed an issue where some textures were not displayed correctly in YBL-1 and Ban Phouphienge when viewed from a distance[/p]
  • [p]Fixed an issue where distant objects might not be rendered smoothly when observing them from a greater distance[/p]
  • [p]Fixed an issue causing visual artifacts on car windows with the Reflections quality set to Epic[/p]
  • [p]Fixed an issue where graphics artifacts occurred when shooting an AK with FSR Frame Generation enabled[/p]
  • [p]Fixed an issue where players got kicked out of the squad before the reconnection timer ran down[/p]
  • [p]Fixed an incorrect error message when players tried to accept a squad invitation after the squad leader had already canceled it[/p]
  • [p]Improved the smoothness of the Sun transition on higher graphical presets[/p]
  • [p]Updated cloud textures to prevent blurry clouds[/p]
[p][/p][h2]Technical[/h2]
  • [p]Fixed a potential issue that could cause severe hitching or a crash if an extreme number of messages is loaded in the messenger[/p]
  • [p]Fixed an issue where the Twitch signup button was present briefly after entering the main menu[/p]
  • [p]Fixed an issue where the available display resolution did not update after switching monitors with different aspect ratios[/p]
  • [p]Fixed an issue where the available display resolution was fetched from the monitor set as primary in Windows, rather than the one where the game was played[/p]
  • [p]Fixed an issue where 4K monitors might report lower resolution in Windowed mode and force players to use Fullscreen mode to play at full resolution[/p]
  • [p]Fixed an issue where FSR frame generation did not work on Intel Arc B580 GPUs[/p]
  • [p]Implemented matchmaking improvements to accommodate new players better[/p]
  • [p]Reduced hitching during shooting[/p]
  • [p]Optimized the muzzle flash effects for all weapons[/p]
  • [p]Added a warning that a restart is required after changing the frame generation method in the settings menu[/p]
  • [p]Updated to the latest Easy Anti-Cheat module[/p]
[p][/p][h2]Audio and sound[/h2]
  • [p]Fixed an issue where players could hear a teammate's coma sounds anywhere on the map[/p]
  • [p]Fixed an issue where audio might get distorted when entering the Midnight Sapphire Hotel when many enemies were nearby[/p]
  • [p]Fixed an issue where directional audio did not work correctly in the main staircase of the Fort Narith HQ building[/p]
  • [p]Fixed an issue where squad VOIP mute did not persist after the muted player joined the squad leader's server[/p]
  • [p]Fixed an issue where the squad leader could not hear squad members on VOIP if they were in the game menu when the leader connected to the server[/p]
  • [p]Fixed an issue where game sounds would stop playing after reconnecting to the server if the player had been kicked for inactivity after dying[/p]
  • [p]Fixed an issue where the noise reduction from the construction earmuffs remained active after reconnecting[/p]
  • [p]Improved VOIP disconnection handling, and the UI now warns players when they lose connection to the VOIP server[/p]
  • [p]Upgraded Wwise to version 2024.1.8 [/p]
[p][/p][h2]Custom servers[/h2]
  • [p]Fixed an issue where menu tabs disabled on custom servers were still accessible via keybinds[/p]
  • [p]Fixed a brief screen flicker when entering the custom server menu section[/p]
  • [p]Fixed an issue where players were unable to join custom servers after restarting due to the "Invalid invitation code" error message[/p]
  • [p]Fixed an issue where some text on the custom server screen was incorrectly positioned on 4K monitors[/p]
  • [p]Improved custom server configurations to prevent issues caused by invalid data cached in the client[/p]
  • [p]Fixed an issue where spamming the Free Camera key on custom servers could drop the player below the map[/p]
  • [p]Fixed an issue where players could see below the map when switching to a free camera on custom servers[/p]
[p][/p][h2]World[/h2]
  • [p]Fixed a door in Fanny Paradise that opened inward when kicked in[/p]
  • [p]Fixed an issue where players were able to interact with a lootbox through a fence in Pha Lang Airfield[/p]
  • [p]Fixed a broken rock near Blue Lagoon[/p]
  • [p]Fixed missing collisions on tree branches in the southern area of Tiger Bay[/p]
  • [p]Fixed a missing collision on a tree behind a concrete fence that allowed players to vault through it[/p]
  • [p]Fixed a missing collision for a tent rope at the Khonwan Village checkpoint[/p]
  • [p]Fixed incorrect collisions on a fallen fence at Pha Lang Airfield Wreckyard[/p]
  • [p]Fixed an incorrect collision on a bridge near Hunter's Paradise[/p]
  • [p]Fixed an invisible collision at YBL-1 that caused grenades to bounce back[/p]
  • [p]Fixed an invisible collision between two poles at Fort Narith[/p]
  • [p]Fixed an issue where moving over the edges of rice fields caused significant shaking due to incorrect collisions[/p]
  • [p]Fixed a collision on a clothesline that prevented the player from walking below it[/p]
  • [p]Fixed an issue where rock formations used an incorrect collision setup near Sawmill and near the Siang Radio Station[/p]
  • [p]Removed an invisible collision above rocks near the Aquila COP[/p]
  • [p]Fixed an incorrectly scaled collision near a crashed airplane[/p]
  • [p]Fixed a missing ceiling collision in the Tiger Bay Mall[/p]
  • [p]Fixed additional locations where incorrect collisions caused minor issues[/p]
  • [p]Fixed an issue where higher tree branches moved in response to player movement despite being out of reach[/p]
  • [p]Fixed an issue where parts of trees were transparent[/p]
  • [p]Removed a misplaced tree in the middle of the road (185, 123)[/p]
  • [p]Fixed various floating trees and other vegetation across the map[/p]
  • [p]Fixed an issue where the helicopter could clip through a tree near the November 1 landing zone on specific flight paths[/p]
  • [p]Fixed incorrect textures on a fence gate at the Radio Tower[/p]
  • [p]Fixed an incorrect texture on the wooden parts of umbrellas[/p]
  • [p]Fixed an incorrect texture on the wind power plant[/p]
  • [p]Fixed an issue where players were able to walk over water in the storage area at Khamhao Rice Depot[/p]
  • [p]Fixed an issue where water drops appeared stretched on various surfaces[/p]
  • [p]Fixed an unnatural water surface near Ban Phouphinge[/p]
  • [p]Fixed an issue where water was clipping through rice fields at various locations[/p]
  • [p]Fixed an issue where waterfalls did not display falling water properly when players were standing at the base of the waterfall[/p]
  • [p]Fixed an issue where water clipped through the rice fields near Midnight Sapphire[/p]
  • [p]Fixed an issue where the buried cache wasn't properly incorporated into the surrounding environment[/p]
  • [p]Fixed the discrepancy between the icon and the item detail picture of the C198 key[/p]
  • [p]Fixed a floating part of the Fast MT (Multicam) helmet[/p]
  • [p]Fixed various floating assets across the map[/p]
  • [p]Fixed an issue where curtains were clipping through various objects in the base camp[/p]
  • [p]Fixed a clipping window pane in Inthavong Farm[/p]
  • [p]Fixed multiple clipping assets in Na Phon farm near the Tempest COP[/p]
  • [p]Fixed an issue where the player's body clipped into a wall between buildings in Tiger Bay[/p]
  • [p]Fixed various instances of clipping vegetation[/p]
  • [p]Fixed various locations where loot spawned incorrectly and floated or clipped into other assets[/p]
  • [p]Fixed an issue where players could fall through the ground in Khamhao Rice Depot at multiple spots[/p]
  • [p]Fixed an issue where players could clip through a pile of dirt in the starter towns[/p]
  • [p]Fixed a patch of missing grass in a forest near Pha Lang Airfield[/p]
  • [p]Fixed a missing river source near the Mike 1 landing zone[/p]
  • [p]Fixed an issue where players couldn't crouch through a hole in the wall at Pha Lang Airfield[/p]
  • [p]Fixed a patch of missing vegetation near Pha Lang Airfield[/p]
  • [p]Fixed an issue where some surfaces inside buildings flickered and suffered from ghosting[/p]
  • [p]Fixed an issue where a staircase in Midnight Sapphire could be shot through from top to bottom[/p]
  • [p]Fixed an issue where buried caches were not clearly identifiable as lootable[/p]
  • [p]Fixed the position of cash registers in Tiger Bay Golden Coast Cafe[/p]
  • [p]Fixed a duplicate breaker box at the Tiger Bay UNLRA refugee camp[/p]
  • [p]Fixed an invisible wall near the Siang Radio Station[/p]
  • [p]Fixed an invisible wall in Tiger Bay[/p]
  • [p]Fixed a misaligned transition between a curb and ground in Tiger Bay[/p]
  • [p]Fixed an issue where players could glitch through a fence near a car repair shop[/p]
  • [p]Fixed an issue where players could clip through a pile of sand near the wrecking yard in Tiger Bay[/p]
  • [p]Fixed misplaced car parts (windows, lights) near Spielberk COP[/p]
  • [p]Fixed a broken car tire on a car near Hunter's Paradise[/p]
  • [p]Fixed an issue where car windows and lights were misplaced at the Vista Ridge Stop[/p]
  • [p]Fixed various issues related to glass on abandoned cars[/p]
  • [p]Fixed an issue where a car model was missing the floor[/p]
  • [p]Fixed an issue where corpses partially sank beneath the pavement in Midnight Sapphire[/p]
  • [p]Fixed the incorrect interaction area in the Siang Radio Station[/p]
  • [p]Fixed an issue where players might get stuck after colliding with a corpse at the Gas Station in the starter towns[/p]
  • [p]Fixed an issue where players were able to loot a first aid cabinet through a wall in Nam Thaven[/p]
  • [p]Fixed an issue where the Keypad light turned green after unlocking a nearby keypad[/p]
  • [p]Improved the light transition when entering a bunker on the Low Global Illumination setting[/p]
  • [p]Fixed an issue where a shadow was incorrectly rendered on low settings inside a house near Fanny Paradise[/p]
  • [p]Fixed an issue where, despite turning all lights off in a bunker, there was still enough light to see clearly[/p]
  • [p]Fixed free-floating electric cables near the Arsenal COP[/p]
  • [p]Fixed floating vegetation near Fort Narith[/p]
  • [p]Fixed an issue where the text "Briefing Room" on the wall in YBL-1 disappeared when players got too close[/p]
  • [p]Fixed an incorrect Russian sentence on a monument in Tiger Bay[/p]
  • [p]Fixed incorrect wire connections on utility poles[/p]
  • [p]Improved the visibility of dust particles and flies[/p]
  • [p]Fixed an issue where soil incorrectly covered parts of roads across the map[/p]
  • [p]Fixed various floating roads across the map[/p]
  • [p]Fixed an issue where a bridge near the starter towns was not connected correctly to the road[/p]
  • [p]Fixed an issue where some windows in the Fort Narith HQ were impenetrable[/p]
  • [p]Fixed an issue where AI NPCs could see and shoot through a covered window in the Weapon Storage room in Hunter's Paradise[/p]
  • [p]Fixed an issue where players, as well as AI NPCs, were able to shoot through the concrete ground near Tiger Bay Mall[/p]
  • [p]Fixed an issue where players couldn't shoot through tarp-covered fences near the motel in the starter towns[/p]
  • [p]Fixed an issue where players could jump through the bars in the window in Dumping Ground near Fort Narith[/p]
  • [p]Fixed an issue where players could get stuck in or see through the textures of rice field embankments near the starter towns[/p]
  • [p]Fixed various impenetrable windows in Fort Narith and Pha Lang Airfield[/p]
  • [p]Fixed malformed terrain near the Papa 1 landing zone[/p]
  • [p]Fixed various minor terrain issues[/p]
  • [p]Fixed incorrect terminal data on an UN PC[/p]
  • [p]Fixed incorrectly set up airfield lights[/p]
  • [p]Fixed light leaks in the outside areas of the base camp[/p]
  • [p]Fixed several huts that were submerged below the ground[/p]
  • [p]Fixed several locations where objects were not aligned properly[/p]
  • [p]Fixed the incorrect bullet hole types on various objects[/p]
  • [p]Fixed various incorrect textures around the world[/p]
  • [p]Fixed Z-fighting on a door frame in Ban Khamphet[/p]
  • [p]Fixed Z-fighting on a golf club sign[/p]
  • [p]Fixed Z-fighting at Khamhao Rice Depot[/p]
  • [p]Fixed Z-fighting on the wooden floor at Nomad COP[/p]
  • [p]Fixed an issue where interiors were missing indirect lighting and appeared too dark with Global Illumination set to Low[/p]
  • [p]Fixed an issue where the player's feet clipped through the ground near the Makeshift Hideout in Blue Lagoon[/p]
  • [p]Fixed an issue where players might hurt their legs when running down the green stairs in the base camp[/p]
  • [p]Fixed an issue where players were able to get to a place without an exit at the Fort Narith Fuel Storage[/p]
  • [p]Fixed an issue where players were unable to loot items from a drawer in Midnight Sapphire[/p]
  • [p]Added more lootable assets to the world and removed non-lootable items of the same kind to prevent confusion[/p]
[p][/p][h2]Fixed the following locations where players could get stuck:[/h2]
  • [p]Tiger Bay[/p]
    • [p]behind rocks sliding downhill near Tiger Bay Viewpoint (185, 136)[/p]
    • [p]between a car and a wall in Tiger Bay (199, 129)[/p]
    • [p]between a car and a building in Tiger Bay (199, 129)[/p]
    • [p]between a fence and a tree in Tiger Bay (200, 132)[/p]
    • [p]between a small wall and a tree in Tiger Bay (199, 129)[/p]
    • [p]between a tree and a wall in Tiger Bay (200, 127)[/p]
    • [p]between a wall and a tree in Tiger Bay (199, 130)[/p]
    • [p]between a wall and bricks in Tiger Bay (196, 131)[/p]
    • [p]between a wall and a crate in Tiger Bay (197, 132)[/p]
    • [p]between crates in the Refugee Camp (200, 131)[/p]
    • [p]between pallets near the Trade Depot (196, 131)[/p]
    • [p]between rocks at the beach in Tiger Bay (200, 131)[/p]
    • [p]between rocks and a misaligned tree at Tiger Bay Viewpoint (191, 138)[/p]
    • [p]between two hills west of the Tiger Bay Viewpoint (186, 137)[/p]
    • [p]east of the Tiger Bay Viewpoint in a crevice between hills (194, 137)[/p]
    • [p]in sandbags and barbed wire in Tiger Bay (198, 129)[/p]
    • [p]in the trash bin in Tiger Bay (198, 127)[/p]
    • [p]on a curb in Tiger Bay (199, 128)[/p]
    • [p]on barrels in Tiger Bay Warehouse (196, 129)[/p]
    • [p]on crates in the Tiger Bay Trade Depot (196, 131)[/p]
    • [p]on a bus near the restaurant in Tiger Bay (199, 129)[/p]
    • [p]south of the Tiger Bay Viewpoint (191, 135)[/p]
    • [p]while descending a hill near the Tiger Bay Viewpoint (193, 138)[/p]
    • [p]while walking the stairs to the Tiger Bay Viewpoint (191, 137)[/p]
  • [p]Sawmill[/p]
    • [p]at a river bank near Sawmill (137, 144)[/p]
    • [p]behind three rocks near Sawmill (135, 143)[/p]
    • [p]between a concrete block and a pole in Sawmill (140, 144)[/p]
    • [p]between logs in Sawmill (137, 145)[/p]
    • [p]in a rock near Sawmill (142, 144)[/p]
    • [p]near Sawmill (140, 147)[/p]
    • [p]on a river bank in Sawmill (138, 143)[/p]
  • [p]Hunter’s Paradise[/p]
    • [p]at two spots at the firing lanes in Hunter's Paradise (160, 168)[/p]
    • [p]between a bridge and a rock near Hunter's Paradise (156, 167)[/p]
    • [p]between a wall and a van in Hunter's Paradise (159, 168)[/p]
    • [p]between rocks at Hunter's Paradise (159, 170)[/p]
    • [p]in a crevice near Hunter's Paradise (158, 172)[/p]
    • [p]near Hunter's Paradise (159, 171)[/p]
  • [p]Fort Narith[/p]
    • [p]behind a barrel in Fort Narith Vehicle Maintenance building (142, 130)[/p]
    • [p]between a chair and a flowerpot in Fort Narith Headquarters (143, 129)[/p]
    • [p]in the back of a truck near Fort Narith (143, 132)[/p]
  • [p]Midnight Sapphire[/p]
    • [p]behind a chair and wall in the Midnight Sapphire Hotel (171, 167)[/p]
    • [p]between a fence and a wire in Midnight Sapphire (172, 165)[/p]
    • [p]between a little wall and an umbrella in Midnight Sapphire (172, 164)[/p]
    • [p]in a kitchen at the Midnight Sapphire Hotel (171, 166)[/p]
  • [p]Kiu Vongsa[/p]
    • [p]at a construction site in Kiu Vongsa (150, 163)[/p]
    • [p]at a restaurant in Kiu Vongsa (141, 164)[/p]
    • [p]between a tree and a pile of logs in Kiu Vongsa (142, 161)[/p]
    • [p]between trash bags, a pole, and a wall near the marketplace at Kiu Vongsa (142, 162)[/p]
    • [p]near Kiu Vongsa mayor's Mansion in water at several locations (146, 171), (147, 171), and (148, 171)[/p]
  • [p]Ban Pa[/p]
    • [p]between a fence and a tree in Ban Pa (205, 137)[/p]
    • [p]between a tree and a fence near a warehouse in Ban Pa (205, 137)[/p]
    • [p]on bags in Ban Pa (206, 137)[/p]
    • [p]under a hut in Ban Pa (205, 136)[/p]
  • [p]Blue Lagoon[/p]
    • [p]between a bin and a wall in Blue Lagoon (204, 117)[/p]
    • [p]on a hill near Blue Lagoon (204, 116)[/p]
    • [p]on a tree trunk in Blue Lagoon (204, 116)[/p]
    • [p]under a bridge near Blue Lagoon (202, 119)[/p]
    • [p]under a wooden shack in Blue Lagoon (203, 116)[/p]
  • [p]Starter towns[/p]
    • [p]behind a car near the Repair Shop in the starter towns[/p]
    • [p]behind a chair in a criminal hideout in the starter towns[/p]
    • [p]between a curb and grass in the starter towns[/p]
    • [p]between a fence and a tree in the starter towns[/p]
    • [p]between wooden logs and a tree near the marketplace in the starter towns[/p]
    • [p]next to shutters when in prone in the starter towns[/p]
    • [p]under a shack near the starter towns[/p]
    • [p]under a table in the criminal hideout in the starter towns[/p]
  • [p]YBL-1[/p]
    • [p]between a locker and a bed inside the barracks in YBL-1 (143, 121)[/p]
    • [p]in YBL-1 behind a box and an iron cart (142, 121)[/p]
    • [p]in YBL-1 behind a chair (142, 121)[/p]
  • [p]Pha Lang Airfield[/p]
    • [p]in a small shed near the Pha Lang Airfield (183, 157)[/p]
    • [p]near Pha Lang Airfield (191, 154)[/p]
    • [p]near Pha Lang under a hut (203, 164)[/p]
    • [p]under a plane in a remote hangar near Pha Lang Airfield (181, 156)[/p]
  • [p]The Siang Radio Station area[/p]
    • [p]between a hill and a tree near the Siang Radio Station (194, 149)[/p]
    • [p]in rocks near the Siang Radio Station (192, 147)[/p]
    • [p]in the rocky terrain west of the Siang Radio Station (188, 146)[/p]
    • [p]inside an empty room in the Siang Radio Station (193, 147)[/p]
    • [p]near the Siang Radio Station (192, 145) and (192, 148)[/p]
    • [p]west of the Siang Radio Station (189, 145)[/p]
    • [p]on a rock near the Siang Radio Station (189, 128)[/p]
    • [p]on a table in the Siang Radio Station (193, 147)[/p]
  • [p]Aquila COP[/p]
    • [p]between rocks next to the Aquila COP (136, 141)[/p]
    • [p]near the Aquila COP (134, 142)[/p]
    • [p]near the Aquila COP (135, 143)[/p]
    • [p]on rocks near the Aquila COP (135, 142)[/p]
  • [p]Spielberk COP[/p]
    • [p]between a roof and a railing near the Spielberk COP (177, 120)[/p]
    • [p]between a tree and a rock at the Spielberk COP (182, 123)[/p]
    • [p]near the Spielberk COP (183, 123)[/p]
    • [p]on rocks near the Spielberk COP (183, 123)[/p]
  • [p]Other locations[/p]
    • [p]at Ground Zero (159, 137)[/p]
    • [p]near Donghieng trail (133, 127)[/p]
    • [p]near the LAF Radio Tower (139, 140)[/p]
    • [p]near the Radio Tower in a rock (189, 128)[/p]
    • [p]near the Radio Tower south of the Juliett 4 landing zone (189, 128)[/p]
    • [p]on rocks near the Radio Tower (189, 128)[/p]
    • [p]north of the Winchester COP in a hole (203, 150)[/p]
    • [p]on a chair in the remote hangar (181, 156)[/p]
    • [p]on a rock near Nomad COP (190, 158)[/p]
    • [p]on a rock near Westmore COP (168, 160)[/p]
    • [p]on rocks near Phiengdao Viewpoint (151, 156)[/p]
    • [p]on rocks at Phathep Lake (131, 142)[/p]
    • [p]in rocks near the Phathep Lake (133, 142)[/p]
    • [p]in barbed wires on a bridge in LAF Checkpoint (167, 162)[/p]
    • [p]inside a rock between the LAF Checkpoint and Hidden Poppy Fields (177, 151)[/p]
    • [p]between a shed and wooden logs near the Mystic COP (136, 154)[/p]
    • [p]between fences in the Gladius COP (191, 132)[/p]
    • [p]between roofs in the Warden COP (191, 122)[/p]
    • [p]between some furniture in the Fanny Paradise office (189, 121)[/p]
    • [p]between some objects and a truck at Ambushed UNLRA Convoy (198, 147)[/p]
    • [p]between a table and a box at Riki's Gamer Grill (198, 127)[/p]
    • [p]in a window at the Riki's Gamer Grill (198, 127)[/p]
    • [p]between the fence and the tree at Knight (147, 123)[/p]
    • [p]between vases near MIKE 1 (150, 130)[/p]
    • [p]east of Mike 3 on a clay pot next to a wooden hut (156, 119)[/p]
    • [p]inside a bush on a river bank (149, 116)[/p]
    • [p]on a cliff near the India 3 landing zone (201, 140)[/p]
    • [p]near the India 3 landing zone (200, 140)[/p]
    • [p]near the India 3 landing zone (201, 139)[/p]
    • [p]near the India 3 landing zone between a rock and a tree (200, 140)[/p]
    • [p]in woods near the India 3 landing zone (200, 139)[/p]
    • [p]between rocks near the Echo 3 landing zone (141, 146)[/p]
    • [p]between rocks near the Echo 3 landing zone (142, 167)[/p]
    • [p]near the ECHO 3 landing zone (142, 146)[/p]
    • [p]near the ECHO 3 landing zone (144, 148)[/p]
    • [p]near the Papa 1 landing zone (185, 168)[/p]
    • [p]in a van next to the Foxtrot landing zone (163, 168)[/p]
[p][/p]