UI, Menus and Loot
Replaced main menu and gameplay screens with the new authored style, with improved UX, readability, and identity, including Inventory, Stash, Vendors, Personal Record, Looting menu, inspection widgets, travel screens, and more


Reworked Main Menu (Home) screen UI
Fixed Ctrl+Click taking looting rejection
"Handover" of items in some non-narrative Combat Orders now accepts being found in PvPvE matches along with Contact
Made corpse prompts and interaction range follow the ragdoll
Fixed Armorer cards showing the wrong shared icon for some food items
Moved match announcements away from the center of the screen
Gameplay
Fixed bug with firearm actions while the knife or medical presentation owns the hands
Fixed unarmed running block exposing the rifle pose
Added direct settled-prone → crouch with default key C
Added camera collision protection for prone, ragdoll, and death views to prevent clipping through the walls or ground
Prevented player capsules from acting as walkable ramps, resulting in shakes when you run into another character
Fixed stale squad membership after team changes, squad creation/leaving, and reconnects
Reduced broken-leg pain step sounds to every second or third step
Added colored VoIP - identified enemy voice speakers red
Teamkill recovery, match flow, and kits
Added nearby redeploy recovery that offers a redeploy in a radius of 50 meters from the body if you were killed by friendly fire, as an experimental teamkills measurement; costs one redeploy or free if no redeploys are available. Recovery issues the faction’s standard free Rifleman kit
Extended retreat/extraction from 2 to 5 minutes
Optimized next match auto selector to pick the next game with the longest match time remaining or a fresh one
Split UA free Rifleman into AKM/AK-74 and M16A2/M16A4 families, each with Standard/Field/Veteran tiers at levels 0/4/8
Graphics and performance
Added XHIGH quality preset between High and Epic as a middle ground - providing much more visual fidelity than High while costing less performance than Epic
Added preset-driven tessellation detail, foliage wind range, tree distance fields, and off-screen shadow settings. Existing presets receiving automatic tuning for each of the new settings
Updated automatic VRAM-based preset selection and migration of older automatic selections
Fixed bug with remote bots being classified as humans for animation scheduling
Reduced unseen-bot movement work and remote equipment ticks while retaining the existing visible-bot presentation rate.
Added asynchronous weapon-sound, face, and foley preloads
Reduced covered menu-world rendering, idle inventory redraws, and preview competition
Audio and item previews
Replaced M249 close fire sounds with new ones
Corrected 26 preview transforms, plus fixed hemostatic icon rotation
World and maps
Overhauled all trenches on Krynky with richer details and practical props
Added more details to Ceh and Offices on Izium Plant
Fixed bug with unpenetratable window glass in Adminka on Izium Plant