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Broken Arrow: Major Update

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Published on July 31, 2026

Major Update on July 30 — 1.1.1

A new update for the main version of the game has arrived. Observer Mode, updated maps, improved performance and connection stability, a wide range of changes from the PTE branch, and, of course, many more QoL features and bug fixes.

Please note that today, July 30, starting at 13:00 MSK, the servers will be temporarily unavailable during the build deployment. Based on our current estimates, the maintenance should take up to 3 hours.

Added a new objective zone and spawn layout for “Chernyakhovsky District”, “Jelgava Pils”, “Bay of Winds”, and “Kaliningrad”.

  • Added a new, significantly more advanced LOS Tool.

  • Added the first iteration of Observer Mode.

  • Added hotkeys to enable or disable weapons and real vision for the selected unit.

  • Added the ability to save and share color presets for unit labels.

  • Improved the visualization of unit paths and action queues.

     

  • Added an in−game chat during the map and deck selection phase, as well as on the post−match results screen.

  • Added the ability to mute players through the in−game chat (which also hides their markers).

  • Improved various UI elements and unit voice lines.

  • Max camera height increased — [100 m]

     

  • Multiple performance improvements across the board.

  • Improved server−side processing of damage−over−time effects.

  • Improved the logic used for pre−checking server availability for the entire lobby.

  • Various improvements to interaction with unit ghosts.

→⠀ Ghosts can now be dragged and dropped through their labels and no longer appear near the cursor when purchasing units.

 

  • Added a new replace option for the selected unit in the editor.

  • Added new “Altitude Change” and “Force Fire” nodes.

  • Added a cargo filter to “OnTriggerEnter”, “OnTriggerExit”, and “CountUnits” nodes.

  • Added support for dead units in the “Split Unit” and several other nodes.

  • Improved “OnArtyShot” node.

  • “SetAmmo” and “SetFuel” now synchronize correctly over the network.

 

REVERTED CHANGES

  • Removed deployment delay when dismounting infantry from ground transport.

  • Replaced the infinite “Supply” ability with a new limited munition ability.

  • “Sneak” ability removed from all vehicles.

     

  • Reverted infantry healing rate from supply dumps.

  • Aim−time for all aircraft air−to−air missiles reverted — [0 → 1 sec]

  • Smoke screen duration from artillery standardized — [60 sec]

  • Removed the 100% Cover Ignore value from ground−launched ballistic missiles with cluster warheads.

  • T−72B, availability limit reverted — [9 → 6]

  • T−72B3, availability limit reduced — [6 → 4]

     

  • SEAD and cruise missiles removed from the target list for the following weapons:

    • 9M342 Igla−S  ·  FIM−92K Stinger  (only for radar−equipped SHORADs).

    • 9M33M3  (missile for 9K33M3 Osa−AKM)  ·  9M311  (missile for 2K22M Tunguska−M).

    • AGR−20 APKWS  (rocket for LAND−LGR4 Fletcher on M1265 Stryker SHORAD).

 

GAME CORE

  • Added a new dynamic Income system.

  • Added a maximum reserve call-in limit of 1500 pts.

  • Added a new “Conquest” game mode.

    • Captured objective zones now generate conquest points over time.

    • Wargoal limit scales with the difference in controlled objective zones between teams.

    • Destruction points rules remain unchanged.

    • Compensation between phases has been removed.

     

  • Increased resurrection timers after death for all units.

  • Spawn sides for both teams are now assigned randomly in standard matches.

     

  • Delay between bursts of automatic weapons for vehicles is no longer affected by stress.

  • Resupply radius from supply dumps has been increased — [50 → 75 m]

 

INFANTRY SQUADS

  • All infantry small arms have been reworked.

  • LATs base stress value multiplier increased — [.cal × 2 → .cal × 4]

  • UBGLs base stress value multiplier reduced — [.cal × 1 → .cal × 0,5]

  • Infantry resist system inverted (the full % available to the squad in a “Calm” state, moderate in “Shock” and minimal in “Panic”).

  • “Shock” and “Panic” states for infantry are now more distinctly separated.

  • Suppression penalty to the aim−time increased — [×1 → ×2, shock] and [×2 → ×3, panic]

  • Squad loss prioritization system has been adjusted.

→⠀ Defines the order in which squad members are lost when taking enough damage.

 

  • Added an over−damage system with a threshold of 38 DMG, allowing weapons to ignore infantry resist in open fields.

  • Base tier optics for infantry have been increased — [1200 → 1400 m]

  • Aim−time for all infantry ATGMs (except terminal−guided missiles) standardized — [1−2 sec]

     

  • Infantry firing positions inside buildings have been adjusted to more easily hit tank roof armor:

    • ~100 m from a 5−storey building.

    • ~200 m from a 9−storey building.

    • ~400 m from a high−rise building.

       

  • VDV Shturm, TBG−7V ×6 loadout replaced with PG−7VR ×3 + TBG−7V ×3  /  RPK−74M Kashtan swapped for AK−74RMO.

  • Added a new custom loadout for VDV DSh:

    • VDV PKP  [60 pts] — AK−74RMO ×3  ·  GP−34 · PKP−M ×2  ·  RPG−7V  (PG−7V ×6, 500 mm)

       

  • Gv. Motostrelki, additional RPG−28 added — [4 → 5]

  • AGS−17 Plamya, removed from Motorized Brigade.

  • Added a new custom loadout for PTO Metis:

    • Motopekhota AGS  [70 pts] — AK−74M ×6  ·  GP−34  ·  PKP  ·  AGS−17  ·  RPG−7V  (PG−7V ×3, 500 mm)

       

  • PDSS  (DP−64), optics reduced — [2000 → 1750 m]

  • Chernye Berety, availability limit reduced — [3 → 2]  /  Reworked into a 12−man squad with two new loadouts:

    • [Close−Quarters, 100 pts] — AK−103 ×9  ·  GP−34 ×3  ·  RPK−74M PBS ×2  ·  SVU−AS  ·  RShG−1 ×6

    • [Stand−Off, 100 pts] — AN−94 ×9  ·  GP−34 ×3  ·  PKP−M ×2  ·  SVD−S  ·  RPG−29  (PG−29VL ×6)

     

  • Razvedka, additional RPG−26 added — [3 → 4]  /  PKM swapped to AKM.

  • Marine Raiders  (Close−Quarters), all M1014 are set as secondary weapon  /  Additional MK18 CQBR ×4 on the main slot added.

  • Squad size increased — [6 → 7] — for the following units:

    • Mech. Riflemen  ·  Mech. Riflemen MMG  ·  Mech. Riflemen AA  ·  Mech. Engineers

     

  • Mech. Riflemen, additional M249E3 added.

  • Mech. Riflemen AA, additional FIM−92F missile added — [4 → 6]

  • Mech. Riflemen MMG, additional M240L added.

  • Added a new custom loadout for Mech. Riflemen MMG:

    • Mech. Dragon  [70 pts] — M4A1  ×5  ·  M240L ×2  ·  FGM−77C Dragon 3  (Ammo ×3, 750 mm)

       

  • Airborne Recce, both loadouts reworked:

    • [Standard, 55 pts] — M4A1 MOD. 2 ×3  ·  M320  ·  M2010  ·  M3E1  (tandem M751 ×4, 600 mm)

    • [Next Generation Squad Weapons, 65 pts] — M7 ×2  ·  M320  ·  M250  ·  M107

       

  • Scouts, additional AT4CS−RS added — [3 → 4]

  • Rangers, M249 PARA ×2 replaced with KAC AMG ×2.

  • Rangers CQC, M72A10 LAW HE ×6 replaced with M3E1 MAAWS  (HE M441D RS ×6).

  • Green Berets  (Flash), M1014 are set as secondary weapon  /  Additional HK416 D10RS on the main slot and M1014 on the second slot added.

  • Žaliukai, additional M72A10 LAW added — [5 → 6]

     

  • A−545, base DMG increased — [1,8 → 3]

  • A−762, base DMG increased — [3 → 4]

  • MK48 and KAC AMG, min distance removed (allows CQC use inside buildings).

  • PKP−Bullpup, MK48, KAC AMG, and Minimi MK3, aim−time standardized — [1−2 → 2−3 sec]

  • Firing range for all UBGLs standardized — [400 m] 

  • SV−98, DVL−10M1, M40A5, and M2010, firing range standardized — [1000 m]

  • T−5000 and MK22, firing range increased — [1000 → 1100 m]

  • Firing patterns for all tier DMRs slightly reworked, and Cover Ignore reduced — [50% → 25%]

     

  • 9M115 Metis, firing range and acceleration increased — [800 → 1000 m] and [30 → 32 m/sec²], respectively.

  • 9M131 Metis−M and FGM−77C Dragon 3, firing range and acceleration increased — [1000 → 1100 m] and [32 → 36 m/sec²], respectively.

  • SPG−9 Kopye, aim−time reduced — [3−4 → 2−3 sec]

  • RPG−29 Vampyr, reload speed increased — [7−8 → 5−6 sec]

  • FGM−172B SRAW MPV, aim−time reduced — [3−4 → 2−3 sec]

  • FGM−148C Javelin (all variants) and Spike (all variants) aim−time reduced — [3−4 → 2−3 sec]

  • Piorun, base DMG reduced — [8 → 7]

     

  • Penetration values reduced for the following ammo:

    • [40 → 20 mm] — OG−7V  (HE round for RPG−7V)

    • [60 → 30 mm] — GV−62  (thermobaric round for GK−62 Bur)

    • [65 → 35 mm] — M72A10 LAW HE

       

    • [75 → 40 mm] — OG−9V  (HE round for SPG−9 Kopyo)

    • [80 → 40 mm] — MK2  (HE round for B−300)

    • [85 → 45 mm] — MK3  (HE round for M141 SMAW−D)  ·  MK80  (thermobaric round for MK153 SMAW)

    • [90 → 45 mm] — Slsgr m/86  (HE round for Pv−1110)

    • [95 → 50 mm] — RPO−M Shmel−M

       

    • [105 → 55 mm] — RShG−1  ·  TBG−7V  (thermobaric round for RPG−7V2)

    • [130 → 70 mm] — 9M114F Kokon

    • [135 → 70 mm] — 9M113F Konkurs

    • [140 → 75 mm] — FGM−172B SRAW MPV

    • [150 → 80 mm] — 9M133F Kornet  ·  9M133FM−2 Kornet−M  ·  9M123F Khrizantema  ·  TOW−BB

    • [300 → 105 mm] — C90−CR−BK

       

  • Weapons resupply costs (per ×1) have been adjusted for:

    • All UBGLs grenade — [1,5 → 0,5 kg]

    • All LATs grenade — [30 → 25 kg]

    • Light tier ATGM (e.g. 9M115 Metis, 9M131 Metis−M, 9M114 Kokon, FGM−77C Dragon 3, etc.) — [100 kg]

    • Heavy tier ATGM (e.g. 9M133 Kornet, FGM−148C Javelin, AGM−114 Hellfire, Spike−SR, etc.) — [150 kg]

 

TRANSPORT VEHICLES

  • Increased DMG multiplier transferred to infantry from the final hit on a vehicle — [×0,3 → ×1]

  • Increased chances of squad casualties after auto−dismounting from a destroyed vehicle — [15% → 30%]

  • Infantry transport capability has been added for the following scout and ISR vehicles:

    • [2 seats] — BRDM−2M  ·  BRM−1K Korshun  ·  IFAV  ·  M1025 HMMWV LRAS3  ·  M1117 Guardian

    • [3 seats] — LSTS−1943 Sarmat−2  ·  M7A2 Bradley FIST

    • [4 seats] — BRDM−3 Buinost  ·  1V14 Mashina−S  ·  M1025 HMMWV RWS  ·  M1245 M−ATV

     

  • MT−LBVM, seat capacity increased — [12 → 14]

  • M2 Bradley  (IFV family), seat capacity increased — [6 → 7]

  • M113  (APC family), seat capacity increased — [10 → 14]

  • AAVP−7A1, seat capacity increased — [21 → 22]

     

  • Added a new “Resupply” ability for infantry transports with the following pattern:

    • [250 kg] — IFVs, APCs and other armored vehicles with high seat capacity or autocannons/ATGMs.

    • [400 kg] — APCs and other armored vehicles with basic capacities.

    • [800 kg] — Specialized transport (BMO−1, BTO, and M1078 War Pig).

→⠀ Resupply speed from the vehicle's own supplies is half the speed of resupplying from supply dumps.

  • Stealth value increased — [1,25 → 1,5] — for the following units:

    • 1V119 Reostat  ·  PRP−5G Mars  ·  1V14 Mashina−S  ·  PRP−5K Mars  ·  PRP−4A Argus

    • M981A3 FISTV  ·  M1025 HMMWV LRAS3  ·  M1200 Armored Knight  ·  M1127 Stryker RV

       

  • Stealth value reduced — [1,25 → 1] — for the following units:

    • K−4386 Typhoon VDV  ·  BRM−3K Rys  ·  BRDM−3 Buinost  ·  BRM−1K Korshun

    • LAV−25A1  ·  M3A2 Bradley CFV  ·  M3A3 Bradley CFV  ·  M7A2 Bradley FIST  ·  M1127 Stryker RV SELP  ·  RSOV  ·  M1288 Flyer GMV

    • FV107 Scimitar  ·  FV103 Spartan  ·  LR Wolf WMIK

BATTLE VEHICLES

  • Aim−time for all vehicle ATGMs (except terminal−guided missiles) standardized — [1−2 sec] 

  • Vehicle−based MMGs, HMGs, and miniguns aim−time reduced — [1−2 → 1 sec]

  • Autocannons and vehicle−based AGLs aim−time reduced — [2−3 → 1−2 sec]

  • Tank guns aim−time reduced — [3−4 → 1,5−2,5 sec]

  • Gun−launched ATGMs aim−time reduced — [3−4 → 1−2 sec]

  • Delay before auto−smoke deployment adjusted — [3 → 3−5 sec]

     

  • Base DMG has been increased for the following tank shells:

    • 120−125 mm APFSDS — [8 → 10]

    • 120−125 mm HEAT — [10 → 11]

    • 125 mm ATGM — [10 → 11]

    • 105 mm APFSDS — [7 → 8,5]

    • 100 mm APFSDS — [6 → 8,5]

       

    • 120 mm M830A1 HEAT−MP — [11 → 11,5]

    • 125 mm 9M119M4 Sokol−V ATGM — [10 → 10,5]

    • 100 mm 3BK16M HEAT — [8 → 9,5]

       

  • Cover Ignore values added for the following tank shells:

    • [10%] — 100 mm HE, 3OF70 Vishnya  ·  3OF70−1 Vishnya−1  ·  3OF15  (shell for BMOP Toros)  /  105 mm HESH, M391A1

    • [20%] — 120 mm HEAT, M830  ·  DM12A1  /  120 mm HEAT−MP, M830A1

    • [30%] — 125 mm HE, 3OF26  ·  3OF82 Telnik  /  120 mm HE, MK324  ·  M1147  ·  DM11

    • [40%] — 152 mm HE, M657A2  (shell for M551A1 Sheridan)

       

  • UAZ−469 Kozlik, SPG−9 Kopye aim−time reduced — [3−4 → 2−3 sec]

  • BTO, RPO−A aim−time reduced — [3−4 → 2−3 sec]

  • M1078 War Pig, LAND−LGR4 Fletcher aim−time reduced — [2−3 → 1−2 sec]

  • TGB−1111 Pvpj, Pv−1110 aim−time reduced — [3−4 → 2−3 sec]

FIRE SUPPORT

  • Min dispersion for MLRS has been increased (at 0 m, accuracy is now half of the max at full distance).

  • Howitzer and MLRS firing ranges have been increased by an additional 500 m.

  • Availability limits for all mortar systems have been reduced to 3 cards.

  • Fixed artillery queue fire orders reverting to the default shell after the first order.

     

  • 9K51 Grad, cluster munitions base DMG reduced  —  [3 → 1,5]  /  Weapon system:

    • Delay between launches reduced — [0,6 → 0,3 sec]

    • Max dispersion increased — [300 × 200 m] → [450 × 300 m]

     

  • 9K79−1 Tochka−U, firing range increased — [6 → 8 km]

  • 9K720 Iskander−M, firing range increased — [8 → 10 km]

  • M270A1 ATACMS and M142 ATACMS, MGM−140 firing range increased — [7 → 9 km]

  • M270A2 PRS and M142 PRS, PrSM firing range increased — [8 → 10 km]

     

  • UR−77 Meteorit, base DMG reduced — [38 → 35]

  • AAVP−7A1 MICLIC and M1150 Assault Breacher, base DMG reduced — [38 → 35]

     

  • Added a new internal sub-classification for all tube artillery systems:

    • Long Range, 2 cards limit — fire mission length: ×1, ×2 or ×3 rounds.

    • Multipurpose, 3 cards limit — fire mission length: ×3, ×6 or ×9 rounds.

    • Conventional, 4 cards limit — fire mission length: ¼, ½ or full ammo.

     

  • Tier 1 artillery reworked:

    • 2S35 Koalitsiya−SV, cluster munitions loadout removed  /  Smoke shells removed from both loadouts — [×70, HE]  ·  [×50/20, HE−RAP and PGM]

    • M109A7 Paladin, HE−RAP shells removed — [×24/12, PGM and SMK]

    • M776 Brutus, default HE, smoke and cluster munitions loadout removed  /  Added extended range loadout as default — [×18, HE−RAP]

    • PzH 2000, smoke shell removed from default loadout  /  Cluster munitions loadout replaced with a new extended range loadout — [×60, HE]  ·  [×60, HE−RAP]

     

  • Tier 2 artillery reworked:

    • 2S19M1 Msta−SM, HE shells removed from base variant loadout — [×35/15, CLU and SMK]

    • 2S5 Giatsint−S, added Krasnopol−M (4,7 km range) to loadout — [×25/5, HE−RAP and PGM]

    • M109A6 Paladin, Copperhead moved from cluster to default high explosive munitions loadout instead of Excalibur — [×21/9/6, HE, SMK, and PGM]  ·  [×24/12, CLU and SMK]

    • K9 Kõu, ammo ratio slightly adjusted — [×33/15, HE and SMK]  ·  [×30/12/6, HE, SMK, and PGM]

     

  • Tier 3 artillery reworked:

    • 2S1M1 Gvozdika, aim−time reduced — [7−9 → 6−7 sec]  /  Smoke shells removed to default variant loadout — [×30/10, HE and HEAT]

    • 2S34 Hosta variant, weapon system redesigned for the mortar type and rules  /  Guided shell removed — [×25/15, HE and SMK]

    • A−222 Bereg, interaction between artillery and anti−air ammunition has been improved  /  SPAAG mode:

      • Aim−time for air targets reduced — [3−4 → 1−2 sec]

      • Max dispersion reduced — [30 × 24 m] → [16 × 12 m]

      • High−altitude  firing range increased — [1 → 1,35 km]

         

    • 2S3M1 Akatsiya−M1 and 2S3M2 Akatsiya−M2, mixing shells of a different type removed from both variant loadouts — [×30/10, SMK and HEAT] and [×30/10, HE and HEAT], respectively.

    • M1298 Stryker SPH, mixing shells of a different type removed from both loadouts — [×56, HE]  ·  [×56, SMK]

    • M109A5Ö Paladin, mixing shells of a different type removed from both loadouts — [×36, HE]  ·  [×36, SMK]

     

  • High−caliber mortars reworked:

    • 2S9 Nona, default variant loadout replaced with a new loadout — [×20/5, CLU and HEAT]

    • 2S9−1M Nona−SM, ammo ratio slightly adjusted  — [×30/5/5, HE−RAP, SMK and PGM]

    • 2S31 Vena, laser designator added  /  Default loadout ammo ratio slightly adjusted — [×45/15/10, HE, SMK, and HEAT]  /  HEAT shells added to extended range loadout instead of HE and smokes — [×60/10, PGM and HEAT]

    • 2S33 Nona−SVK, HEAT shells from default and smokes from extended range removed — [×21/9, HE and SMK]  ·  [×21/9, HE−RAP and PGM]

    • 2S39 Magnolia, Kitolov−2 removed from cluster munitions loadout and smoke shells removed from both loadouts — [×80/25, HE and PGM]  ·  [×105, CLU]

    • 2S12B Dilemma, smoke shells removed — [×60, HE]

    • 2S4 Tulpan, aim−time increased — [6−8 → 8−10 sec]

    • LAV−2R2M Dragonfire variant, new HE−RAP and guided PERM  (2,4 km range) added to loadout instead of base HE and smokes — [×21/9, HE−RAP and PGM]

    • M1064A3 MC, mostly high explosive munitions loadout replaced with a new mixed loadout and HE shells removed from second loadout — [×35/35, HE and SMK]  ·  [×70, SMK]

    • M1287 MCV, all loadouts are completely revised and renamed (high explosive, guided and multipurpose munitions) — [×69, HE]  ·  [×69, PGM]  ·  [×45/9/15, HE, SMK, and PGM], respectively.

     

  • Small−caliber mortars reworked:

    • 2S41 Drok, mostly high explosive replaced with a new full high explosive munitions loadout — [×40, HE]

    • 2K21 Vasilek, HEAT shells added to loadout instead of smokes — [×80/24, HE and HEAT]

     

  • Max dispersion has been standardized for:

    • All guided shells — [260 × 120 m]

    • Top−tier HE and HE−RAP — [200 × 150 m]

    • Other 152−155 mm howitzer shells — [280 × 210 m]

    • 2S1M1 Gvozdika and A−222 Bereg (Howitzer mode) — [240 × 180 m]

     

  • Weapon resupply time (per ×1) has been standardized:

    • 105−130 mm shells — [3−4 → 6 sec]

    • 152−155 mm shells — [4 → 8 sec]

    • 152−155 mm guided shells — [8 → 10 sec]

    • 203−240 mm shells — [5 → 12 sec]

    • 240 mm guided shells — [10 → 14 sec]

     

  • 9K58 Smerch  ·  9K515 Tornado−S — [28−36 → 40 sec] = 8 min for ×12.

  • TOS−1A Solntsepek — [20 sec] = 8 min for ×24.

  • TOS−1 Buratino — [14 → 12 sec] = 6 min for ×30.

  • 9K51 Grad — [8 → 9 sec] = 6 min for ×40.

  • 9K79−1 Tochka−U — [60 → 120 sec] = 2 min for ×1.

  • 9K720 Iskander−M — [90 → 120 sec] = 4 min for ×2.

  • 9K720 Iskander−K — [60 → 100 sec] = 3 min 20 sec for ×2  /  6 min 40 sec for ×4.

     

  • M270A1 MLRS  ·  M270A2 GMLRS — [24−30 → 40 sec] = 8 min for ×12.

  • M142 HIMARS — [30 → 40 sec] = 4 min for ×6.

  • AAVP−7A1 CATFAE — [12 → 17 sec] = 6 min for ×21.

  • M270A1 ATACMS  ·  M270A2 PRS — [90 → 120 sec] = 4 min for ×2 and 8 min for ×4, respectively.

  • M142 ATACMS  ·  M142 PRS — [90 → 120 sec] = 2 min for ×1 and 4 min for ×2, respectively.

 

AA SYSTEMS

  • High−altitude firing range has been reduced for most short−range SAM missiles.

  • AA guns high−altitude firing range reduced and capped — [1000 m]

  • AA guns aim−time reduced — [2−3 → 1−2 sec]

  • SHORAD and SPAAGs high−altitude radar multiplier values have been reduced — [×2 → ×1]

  • SHORAD and SPAAGs turret rotation speed has been significantly increased.

  • SAMs vertical-launch animation speed increased — [0,6 → 0,15 sec]

  • Fixed AA systems ignoring self−defense priority against SEAD missiles.

     

  • Burst interval between launches for all medium− and long−range SAMs increased — [2−3 → 3−4] and [2−3 → 4−5 sec], respectively.

  • Firing range and radar multiplier values have been adjusted for the following SAMs.

    • Medium−range, ×2 against low−altitude and ×3 against high−altitude targets:

      • [↓ 1,8 » 3,6]  ·  [↑ 1,8 » 5,4 km] — IRIS−T SLM

      • [↓ 1,85 » 3,7]  ·  [↑ 1,85 » 5,55 km] — 9K317 Buk−M2  ·  NASAMS 3  (with AMRAAM−ER missile)

         

      • [↓ 1,95 » 3,9]  ·  [↑ 1,95 » 5,85 km] — 9K317M Buk−M3  ·  S−350 Vityaz  (with 9M96 missile)  ·  Patriot PAC−3

      • [↓ 2,2 » 4,4]  ·  [↑ 2,2 » 6,6 km] — S−350 Vityaz  (with 9M96M missile)  ·  Patriot PAC−3 MSE

         

    • Long−range, ×2 against low−altitude and ×3 against high−altitude targets:

      • [↓ 2,35 » 4,7]  ·  [↑ 2,35 » 7,05 km] — S−300PM Favorit (with 48N6 missile)  ·  S−300V4 Antey  (with 9M83M missile)  ·  Patriot PAC−2

      • [↓ 2,5 » 5]  ·  [↑ 2,5 » 7,5 km] — S−300PM2 Favorit  (with 48N6P−01 missile)

      • [↓ 2,6 » 5,2]  ·  [↑ 2,6 » 7,8 km] — S−300V4 Antey  (with 9M82MD missile)

         

  • S−300PM Favorit, 48N6 and 48N6P−01 base DMG reduced — [25 → 20]

  • S−300V4 Antey, 9M83M and 9M82MD base DMG reduced — [25 → 20]

  • Patriot PAC−2, MIM−104E GEM+ base DMG reduced — [21 → 20]

     

  • 2А6М2 Shilka  (non−radar variant), AZP−23 max dispersion reduced — [12 × 6] → [6 × 5 m]

  • Unimog U5000 AA  (SHORAD variant), MISTRAL−3 base DMG and PEN reduced — [9 → 8] and [90 → 80 mm], respectively.

 

HELICOPTER UNITS

  • Heli−based ATGMs aim−time reduced — [2−3 → 1−2 sec]

  • Ka−52K Katran, Kh−31P and Kh−35U resupply time increased — [25 → 50 sec, per ×1] and [45 → 90 sec, per ×1], respectively.

  • AH−1W Supercobra and AH−1Z Viper, AGM−122 Sidearm resupply time increased — [25 → 50 sec, per ×1]

  • AH−64E Guardian, moved from Airborne Troops to Special Operations Forces.

  • MH−6 Little Bird and AH−6 Killer Egg, base HP reduced — [8 → 6]  /  Softarmor reverted — [0 → 10]

     

  • Kh−39 LMUR, acceleration and maximum speed increased.

  • Max dispersion reduced for the following rocket pods:

    • S−8  ·  S−13  ·  Hydra 70  ·  Zuni — [20 × 20 m] → [8 × 12 m]

    • APKWS  ·  DAGR — [15 × 15 m] → [4 × 6 m]

 

AIR FORCES

  • Fuel capacity of all aircraft increased by 50%

  • Prices and cooldowns for all airtab payloads have been adjusted.

  • Air−to−air missiles no longer lose accuracy due to pilot stress.

  • Removed the chance for pilots to eject when an aircraft is destroyed.

→⠀ Pilots now spawn only after the aircraft is lost due to running out of fuel.

 

  • Accuracy penalty multiplier at panic increased — [1,5 → 2]

  • Airtab flare counts adjusted — [×30 → ×25, jets]  ·  [×40 → ×50, CAS]

  • Afterburner fuel consumption multiplier reduced — [3 → 2]

  • Kh−29TD, semi−active guidance replaced with fire−and−forget.

  • Acceleration and maximum speed have been increased for the following air−to−air missiles:

    • R−37  ·  AIM−174B Gunslinger  ·  AIM−260A JATM

       

  • Aim−time for all cruise missiles has been reduced — [1 sec]

  • Aim−time for all smart bombs has been completely removed — [0 sec]

→⠀ As a balanced alternative, the aim−time now begins to count not parallel to the climb, but only after reaching a high altitude.

 

  • Added a separate drop mode for smart bombs, which completely ignores the laser and is always used during bombing runs.

  • Added a new option allowing units to be dropped one by one or all at once via emergency drop.

  • Availability limits for all 4−card aircraft have been reduced to 2 cards.

  • Strategic bombers and transport aircraft now fly at 1200 m during high−altitude flight.

  • Improved strategic bomber behavior when using cruise missiles.

  • Cruise missile stats (speed, max dispersion, DMG, etc.) have been standardized across all variants.

  • Fixed incorrect Kh−59MK2 weapon ID naming.

     

  • Base HP has been standardized to 10 for the following units:

    • Forpost  ·  Orion  ·  Korsar

    • MQ−1C Gray Eagle  ·  RQ−4 Global Hawk  ·  MQ−1 Predator  ·  MQ−9 Reaper  ·  RQ−170 Sentinel

 

ECONOMY TWEAKS

  • Infantry prices have been adjusted for:

    • VDV Spetsnaz — [60 → 70, Close−Quarters]

    • VDV DSh — [50 → 60]

    • VDV Igla — [60 → 70]

    • VDV Metis — [80 → 75, Metis−M1 + Kord]

       

    • Gv. Motostrelki — [85 → 75]

    • Diversanty — [100 → 80, Ambushers]

    • Spetsnaz GRU — [120 → 110, Mixed]  ·  [130 → 110, AA]  ·  [140 → 120, AT]

    • SSO — [85 → 100, Close−Quarters]  ·  [90 → 100, Stand−Off]

     

    • PDSS — [80 → 65, DP−64]

    • Spetsnaz VMF — [130 → 120, Fire Support]

    • Gornostrelki — [55 → 65]

     

    • Pulemetchiki — [80 → 70, Kord HMG]

    • Ing. Shturmoviki — [75 → 65, assault shield]  ·  [75 → 65, thermobaric]

    • PTRK Fagot — [50 → 45, Base]  ·  [65 → 60, ATGM Faktoriya]

     

    • Force Recon — [60 → 70, Close−Quarters]

    • Marines — [95 → 80]  ·  Reserve Marines — [70 → 80]

    • Marine Raiders — [120 → 100, Stand−Off]

    • Assaultmen — [70 → 80, SMAW]  ·  [90 → 80, SRAW]

    • CAAT Dragon — [110 → 100]  ·  CAAT Javelin — [125 → 115]

    • CAAT TOW — [130 → 120, TOW−2B]

       

    • Mech. Riflemen — [50 → 60]

    • Mech. Riflemen MMG — [55 → 65]

    • Mech. Riflemen AA — [65 → 80]

     

    • Rangers Snipers — [110 → 100, Anti−materiel]

    • Green Berets — [70 → 65, Punishers]

    • Delta Force — [110 → 100, Close−Quarters]  ·  [110 → 100, Stand−Off]

     

    • Snaiperu Komanda — [105 → 100]

    • Jėgeris — [80 → 85]  ·  Eesti Scouts — [75 → 90]  ·  SUV — [75 → 70]

    • Zemessardze — [35 → 45]  ·  Eesti Kaitseliit — [35 → 45]

    • Žaliukai — [95 → 90]  ·  ESTSOF — [95 → 90]

    • MILAN — [75 → 80]  ·  Javelin — [85 → 80]  ·  Spike — [110 → 100]

    • Piorun — [75 → 70]  ·  RBS 70 — [75 → 70]

       

  • Vehicle prices have been adjusted for:

    • 2S25M Sprut−SDM1 — [100 → 120]

    • T−15 Barbaris — [325 → 300, Kinzhal−BM]

    • BMPT−72 Terminator−2 — [175 → 160, Base]  ·  [+15 → +20, ERA]  ·  [+35 → +40, AG−17]

    • M8 Thunderbolt — [120 → 150]

       

  • Artillery prices have been adjusted for:

    • 2S41 Drok — [40, High Explosive]  ·  [50 → 45, Mostly Smokes]

    • 2S9 Nona−S — [60 → 90]  ·  2S9−1M Nona−SM — [85 → 90]

     

    • 2S31 Vena — [120 → 100, High Explosive]  ·  [140 → 150, Extended Range]

    • 2S35 Koalitsiya−SV — [225 → 260, High Explosive]  ·  [260 → 330, Extended Range]

    • 2S19M1 Msta−SM — [160 → 140, Base]

    • TOS−1 Buratino — [225 → 200]  ·  TOS−1A Solntsepek — [300 → 250]

     

    • 2S33 Nona−SVK — [70 → 65, High Explosive]  ·  [85 → 80, Extended Range]

    • 9K51 Grad — [150 → 125, High Explosive]  ·  [200 → 175, Cluster]  ·  [250 → 175, Incendiary]

     

    • 2S39 Magnolia — [120 → 140, Extended Range]  ·  [120 → 140, Cluster]

    • 2S1M1 Gvozdika — [100 → 80]  ·  2S34 Hosta — [130 → 80]

    • A−222 Bereg — [130 → 80, SPAAG]  ·  [160 → 150, Howitzer]  ·  [170 → 150, Multipurpose]

     

    • 2K32 Deva — [70 → 55]  ·  2K21 Vasilek — [90 → 70]  ·  2S12B Dilemma — [100 → 80]

    • 2S3M1 Akatsiya−M1 — [130 → 80]  ·  2S3M2 Akatsiya−M2 — [150 → 120]

    • 2S5 Giatsint−S — [150 → 190]

    • 2S7M Malka — [150 → 220, High Explosive]  ·  [200 → 270, Guided]

     

    • LAV−M — [80 → 60]  ·  LAV−2R2M Dragonfire — [100 → 80]

     

    • M1064A3 MC — [100 → 75, Multipurpose]  ·  [100 → 75, Smoke]

    • M1287 MCV — [90, High Explosive]  ·  [140, Guided]  ·  [110, Multipurpose]

    • M109A6 Paladin — [140 → 160, High Explosive]  ·  [140 → 130, Cluster]

    • M109A7 Paladin — [160 → 270]  ·  M1299 Iron Thunder — [225 → 310]

     

    • M1152A1 MWS Hawkeye — [90 → 100, Extended Range]

    • M776 Brutus — [200, Extended Range]  ·  [130 → 250, Guided]

     

    • M1129 Stryker MC — [110 → 75, Mostly HE]  ·  [110 → 75, Mostly Smokes]  ·  [120 → 100, Guided]

    • M1298 Stryker SPH — [120 → 110, High Explosive]  ·  [120 → 110, Cluster]

     

    • M113 Panzermörser — [105 → 80, Mostly HE]  ·  [105 → 80, Mostly Smokes]

    • M109A5Ö Paladin — [135 → 130, High Explosive]  ·  [110 → 90, Smoke]

    • K9 Kõu — [180 → 230, High Explosive]  ·  [230 → 270, Extended Range]

    • PzH 2000 — [225 → 250, High Explosive]  ·  [300, Extended Range]

 

→⠀ Real prices with minimal or non-removable pylons are shown after the slash

  • Helicopter base prices have been adjusted for:

    • Ka−52 Alligator — [140 → 135]  /  min 160.

    • Mi−28NM Mikhalych — [120 → 115]  /  min 145.

    • Mi−35M — [115 → 75]  /  min 100.

    • Mi−24PN — [110 → 85]  /  min 100.

    • Mi−8AMTSh — [110 → 90]  /  min 115.

    • Mi−8MTV−5 Zeleniy — [100 → 70]

    • Mi−26 Korova — [150 → 110]

       

    • Mi−28N Ohotnik — [110 → 85]  /  min 115.

    • Mi−24K — [90 → 70]

    • Mi−24P Fantom — [130 → 65]  /  min 95.

    • Mi−24V Krokodil (Mi−24VP with YakB−12,7) — [130 → 55]  /  min 85.

    • Mi−8MTV−2 Pchela — [95 → 70]  /  min 100.

       

    • Ka−52K Katran — [140 → 135]  /  min 160.

    • Ka−29 — [90 → 75]  /  min 105.

    • Mi−38T — [125 → 90]

       

    • AH−1W Super Cobra — [85 → 65]  /  min 85.

    • AH−1Z Viper — [105 → 100]  /  min 115.

    • MV−22B Osprey — [150 → 100]

    • CH−53E Super Stallion — [130 → 105]

    • CH−53K King Stallion — [150 → 120]

       

    • AH−64E Guardian — [110 → 115]  /  min 145.

    • OH−58D Kiowa — [50 → 55]

    • UH−60M Black Hawk — [80 → 70]

    • CH−47 Chinook — [140 → 110]

       

    • AH−6 Killer Egg — [35 → 25]  /  min 35.

    • MH−60M DAP — [110 → 105]  /  min 130.

    • MH−60M SOAR — [90 → 95]

    • CV−22B Osprey — [150 → 100]

    • MH−47G SOAR — [150 → 120]

       

    • AS−365 Dauphin — [60 → 55]

    • UH−60M Baltic Hawk — [80 → 70]

       

  • Plane prices have been adjusted for:

    • IL−76MD — [150 → 140]

    • C−17 Globemaster 3 — [175 → 150]

    • C−27J Spartan — [100 → 80]

 

GENERAL BUG FIXES

  • Fixed an issue where terminal guidance missiles could lose vision because of a target's high stealth value.

  • Fixed accumulated stress−DMG not decaying over time.

  • Fixed incorrect processing of multiple simultaneous DMG sources.

  • Fixed a game freeze that could occur when bombing a target with an infinite number of bombs.

  • Fixed various combat system issues that could lead to a game freeze.

  • Fixed units carrying “0 kg” of supplies.

     

  • Fixed the default deck being selected instead of the player's own deck.

  • Fixed deck previews not matching actual unit modifications.

  • Fixed unit labels being highlighted through the UI in some cases.

  • Fixed the chat window interfering with unit interaction.

  • Fixed a game freeze that could occur when exiting the game.

     

  • Fixed the “Camera Attach to Unit” node not prioritizing unit pin input.

  • Fixed the “All in Group Refunded” checkbox in the “OnUnitRefund” node.

  • Fixed mission storage synchronization for dynamic task text in co−op scenarios.

  • Fixed camera path origins not updating after rotating object groups with RMB in the editor.

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