This week's update adds a new optional and toggleable lock-on targeting system. The system automatically moves the crosshair and target point to the target closest to the center of the screen. The purpose of this feature is to increase the capability of players with weaker aim and those whose aim suffers when focusing on the movement required to be successful. While Granvir: Zero Front isn't demanding the player land constant headshots, the importance of resources management and costs of using too many resources leads poor aim to have a large effect on gameplay despite aiming not being an element of the game made to be particularly engaging.

Lock on targeting still comes with some drawbacks compared to manual aiming. While in lock on targeting mode, a small targeting inaccuracy debuff is applied and switching targets requires time while the crosshair adjusts. Players with strong aim and a preference for manual targeting should still find value in sticking with manual targeting. If you prefer to switch situationally, you can toggle between the two modes using Q. If you have a strong preference for one or the other, targeting mode can also be changed from the settings menu and the toggle keybind unbound. Lock on targeting has been enabled and bound by default, so if you have a preference for manual aim or bound another function to Q, be sure to update your settings.
Granvir: Zero Front will continue to be developed with both manual and lock on targeting in mind. The goal of this feature is to improve accessibility, so there will be no incentives to use either targeting system beyond their own merits and player preference. Certain parts may incidentally synergize better with either system but no parts will be added to directly modify the power of either system.
Big adjustments to missile weapons have also been made this update. Due to the slow moving nature of their projectiles, missile weapons that don't immediately take down their targets upon arrival have struggled as typical time to kill is so short other weapons could finish the job before a salvo even does damage. Missile weapons with magazines have had their reload times and magazine sizes adjusted to make them more burst oriented weapons so when the salvo does arrive, you can be more confident in it finishing the job and you didn't have to spend as much time firing it.
Additionally, an error in the balancing system has been fixed. Magazine weapons that fired multiple shots over time as part of one trigger pull, many of which were missile weapons, should now deal more damage and better match their intended damage output.
2.50.0
Major Features
Added a new lock-on targeting system. Lock on targeting is enabled by default and can be toggled in the settings or by pressing Q while piloting. If you have already assigned another function to Q in the keybinding settings, you will need to update your keybindings to resolve the conflict.
The system locks on to the target closest to the center of the screen with a small adjustable priority for the enemy that is already targeted. Target "Stickiness" at close and long range can be adjusted in the Gameplay settings.
Lock on targeting adds a 1 degree targeting wobble.
Weapons and arms holding weapons will automatically lead the targeting point according to the target and projectile velocity while the torso will align itself directly with the target.
Line of sight is required to lock on to a target. Line of sight is calculated from the crosshair to the target. If line of sight is lost on the current target, the target will be dropped after 3 seconds of obstructed line of sight.
Lock on targeting also works in overhead mode. Overhead lock on will only lock on to targets close to the crosshair and has no target stickiness. Line of sight must be maintained between your Granvir and the target to maintain the lock.
Added and replaced various sound effects.
Replaced the Barrelbomb and Grenadier grenade launcher firing audio.
Replaced the firing audio of the Scout handheld rifles.
Replaced the firing audio of the Echo handheld rifles.
Replaced the incoming air/artillery strike audio.
Replaced melee weapon swing audio.
Replaced the laser weapon hum audio.
Replaced non-laser melee weapon hit and bounce audio.
Replaced all projectile hit audio.
Replaced car and vehicle destruction audio.
Replaced the checkpoint tower destruction audio.
Replaced the reactor destruction audio.
Replaced the Granvir destruction audio.
Replaced and added variation to light post destruction audio.
Replaced the rain audio.
Replaced the leg-powered dash audio.
Added audio for breaking fencing.
Added audio for opening and closing encampment gates.
Minor Features
Added the SP Monarch series of back mounted missile pods to all tiers. These missile pods fire a single direct burst of lock-on missiles and reload slowly.
Rebalanced the Hornet's Nest, Barrage and Konbar weapons around a smaller magazine and longer reload time to reduce the time investment required to utilize their damage output.
Increased the vertical traverse of the Hornet's Nest's target detection zone.
Improved enemy Granvir's ability to fire lock-on weapons while still using their primary weapons.
Increased the spawn cost of the strongest Millennium Company Marksman Granvir.
Increased the durability of enemy shields to counteract the adjustments made last update to rectify player shield durability.
Decreased the firing cooldown of the artillery strike designator and orbital strike designator from 30 seconds to 10 seconds.
Decreased the recharge time of the artillery strike designator from 120 seconds to 30 seconds.
Decreased the recharge time of the orbital strike designator from 120 seconds to 60 seconds.
Fixes
Fixed weapons that fire burst of projectiles dealing lower than intended damage.
Fixed certain torsos with double back ports lacking the "ss" designation in their name.
Fixed being unable to hover part details in the Granvir Specifications menu on controller.
Fixed the crosshair size setting having no effect.
Fixed certain screen areas with user interface preventing weapon group activation in overhead view.
Fixed barrier heat generation being compared in the wrong direction.
Fixed being unable to use the alternate attack style Dragon Tail and Dragon Tooth attack while holding a light weapon.
Fixed being unable to pick up carrying cases in the testing grounds when playing as a non-host in a multiplayer game.