Patch 0.3.3.0 Now Live - Changelog

  • You are not yet a member of GhostingSquad. Applying is fast and simple.
Hey, GZW Community,


Patch 0.3.3.0 is now live on the public branch. Download the update and dive in.


This patch addresses numerous community-reported issues across gameplay, AI respawns, animations, rendering, and UI, and includes several technical fixes. You’ll find the changelog below.


Thanks to everyone who joined the Experimental Testing. Your feedback showed us the Patch is ready for a public release. We're already working on the next patches and hotfixes, so stay tuned.


Changelog:


Gameplay changes

  • Coma duration has been increased to 5 minutes. This change aims to make it easier to drag your fallen mates to safety by giving you more time to secure your environment.


  • Tracking tags can no longer be attached to storage cases. Since they cannot be removed from the locker anyway, we prevented the possibility of wasting a tracker.


  • When running the game for the first time, the default mode is now set to Warfare.


Gameplay fixes

  • Fixed an issue that caused Vulture’s location to not sync properly on all servers


  • Fixed an issue causing the AI NPCs to spawn indefinitely at the gas station east of Fort Narith


  • Fixed an issue where AI NPCs at the Slang Radio Station were dropping the key to Inthavong Farm incorrectly


  • Fixed an issue where Vulture was only available to the faction that captured the COP last on PVE servers


  • Fixed a rare bug where players might become immune to damage from their faction under specific circumstances


  • Fixed an issue where the tracking notifications were triggered if a player consumed food previously tracked by another player


  • Fixed an issue that caused the auto-gating feature on NVGs to work inconsistently during specific hours of the day


  • Fixed an issue where hitting an enemy with a mortar blast created conflict zones


  • Fixed a rare issue where organs were damaged despite the fact that the player sustained only a bruise


  • Fixed an issue where sometimes a member of a full squad was unable to board a helicopter under specific circumstances


  • Fixed an issue where recent enemy shots could be heard again after respawning


Animations

  • Fixed the missing hand animation of putting on NVGs


  • Fixed a rare issue where player characters were rendered in a T-pose while in prone under specific circumstances


  • Fixed an issue where the character slid in both 1PV and 3PV after being revived from a coma under specific circumstances


  • Fixed a rare animation where hands and the bolt were not moving in sync during a cocking animation
Rendering and visual fixes

  • Fixed a graphical artifact showing oversized reticles outside of the weapon in 3PV


  • Fixed a rare issue where a player's weapon would disappear after reviving someone from a coma


  • Fixed an issue where clothes were sometimes not rendered on NPC corpses


  • Adjusted the brightness and clarity of holographic sights on various graphical presets


  • Vegetation density of small vegetation, such as grass blades, is reduced on low graphics settings


World

  • Fixed an issue causing the moon to look brighter and overlap clouds when aiming at it with a scope


  • Fixed a spot on the road between Fort Narith and Sawmill where players could clip through the terrain under specific circumstances


  • Adjusted the rotation speed of wind socks in Fort Narith


Technical fixes

  • Various minor RAM usage and server performance optimizations


  • Various crash fixes


  • Disabled creating files in the Skalla folder to prevent related issues


  • Optimized the audio compression quality to reduce RAM usage


  • Fixed an issue where the framerate was capped after turning on frame generation and V-sync repeatedly


  • Fixed an issue where players might get stuck on a loading screen at 72% when reconnecting after getting kicked for inactivity


  • Fixed an issue where players might get stuck on a loading screen after canceling the maintenance window by pressing the escape key


  • Fixed uninitialized mesh materials to prevent related crashes


UI

  • Fixed an issue where the character name displayed "Nickname" instead of "Operator" for players with Streamer mode enabled


  • Fixed the faction bonus window description to fit the text in all language variations


  • Fixed a missing error message when multiple players try to use the same consumable item in a container


  • Fixed an issue that caused the weather forecast in the main menu and in the game to be out of sync


  • Fixed a minor UI issue when switching the bottom categories in the locker


  • Fixed an issue where the Squad Strike Mission window would overlap the objectives under the briefing text


  • Moved the maintenance notification in the main menu to prevent overlap with other elements on the screen


  • Added the information that a player is connected to a custom server to their info panel in the friends list


  • Added a notification that some localization changes will take effect after restarting the client


  • Added the option to select between a localized compass and an English NATO compass


  • The dollar balance in the locker now displays only one decimal when a player has less than 10 dollars


Custom servers

  • Fixed an incorrect error message displayed when trying to join a full custom server


  • Fixed an issue where server owners were unable to shut down a running server that they started after wiping their character


  • Fixed an issue where the Operator tag fails to apply after leaving a custom server


  • Updated the custom server option for fully unlocked characters


If you encounter any further issues, please report them to our Customer Care. Your bug reports and feedback are invaluable in helping us improve Gray Zone Warfare:



https://support.madfingergames.com/hc/en-us/requests/new



We're committed to improving Gray Zone Warfare with every step of development and will continue to share updates along the way.


Thanks for being part of the Early Access journey.


Every Move Matters,

MADFINGER Games Team

Continue reading...