Hey, everyone,
We have deployed Patch 0.5.1.0 to the live servers. If the update does not appear automatically, please restart Steam to trigger the download.
Introduction
Since the launch of Rogue Ops, we've received a lot of feedback from the community, which has helped shape the improvements, balancing changes, and bug fixes included in Patch 0.5.1.0.
This first patch for Rogue Ops addresses many of your most common concerns. We've introduced over 40 changes to AI perception, combat behavior, movement, and cover usage to make encounters more realistic, challenging, and fair. We've also rebalanced the Hideout economy to make building and operating your Hideout less frustrating and more rewarding.
In addition, we've fixed numerous bugs, including an issue that prevented players from inviting friends due to the "different game version" error.
Changelog
AI
We've made significant changes to how AI enemies detect and track players, with one clear goal: AI should be dangerous because it's smart, without creating the impression that it's cheating.
Enemies should no longer magically know your exact position after hearing a gunshot. Instead, sound only gives them an approximate location, and the farther away you are, the less accurate their guess becomes. AI enemies are no longer telepathic either! Rather than instantly sharing your exact position, they'll rely on information they can actually gather, such as gunfire or the screams of their comrades.
We've also made stealth more consistent, so moving slowly should make you harder to detect. Enemies now react more naturally to light and use flashlights when appropriate. Together, these changes should make sneaking around, flanking enemies, and repositioning after firing much more effective, giving players more tactical freedom and rewarding those who use their surroundings to their advantage.
But don't mistake fairer AI for easier AI! We've also improved how enemies behave in combat, from weapon handling and cover usage to movement and positioning. Trained soldiers should fight more precisely and make better use of cover, while untrained enemies will behave more recklessly. Enemies should also reposition more intelligently, return fire while moving, and navigate buildings more naturally, making firefights more dynamic and varied.
On top of that, we've addressed several frustrating issues with hitboxes, grenades, and enemy movement, including enemies getting stuck behind doors. Ultimately, we want firefights to feel more natural, fair, and rewarding, while ensuring AI enemies remain a serious threat that tests your tactical skills.
Key Changes to AI Combat Behavior:
AI NPCs are now less accurate when assessing player positions when reacting to player noises at a distance. They only find out the player’s exact position when the player is fully spotted
We also updated their reaction times when hearing footsteps or shots to be more human-like but different between enemy categories
In addition, moving slowly now reduces the likelihood enemies hear player footsteps, even at close range
AI NPCs now share the player’s approximate location by shouting at each other
We improved the enemy behavior when in cover, resulting in AI NPCs positioning better, leaning when shooting, or utilizing return fire when changing cover, making it more natural and player-like
AI NPCs now also handle movement and combat inside buildings better and use doors more elegantly and realistically. They kick the doors open when they need to move during combat, and no longer block it when hiding in cover
Hideout Economy Rebalance
Based on your feedback and our gameplay data, we've made a number of changes to the Hideout to reduce unnecessary grind, make gathering resources less of a chore, and make the entire system more rewarding. These improvements should make building and operating your Hideout less frustrating and give you more reasons to invest in your operations.
We improved rewards from hideout handover and increased the sell prices of hideout products
We also increased the rewards from smuggling tasks and increased the sell prices of smuggling backpacks to make it more attractive to hunt smugglers
The production and disassembly times have been reduced across the board, depending on their complexity
We shrunk the size and reduced the weight of selected building materials and disassembly items to make it easier for players to loot and carry these important hideout resources
Finally, we improved the spawn rate of plastics and chemical components in the world and added them to more spawn locations
Bug Fixes and Changes
AI
Fixed an issue where the flight of an AI's grenade did not match its throwing animation
Fixed an issue where AI hitboxes did not match their pose while aiming down sights
Fixed an issue where AI in cover behind a door could hold it shut and teleport out of the doorway when shot
Fixed an issue where some AI could fail to respawn for the rest of a deployment
Fixed an issue where a recaptured COP could get fewer or no allied AI guards
Fixed an issue where AI patrol members could stay at their spawn point instead of following their patrol leader
Animations
Fixed an issue where the character could get stuck in the phone-holding animation
Fixed a broken animation when switching from the Steyr AUG to a knife
Fixed the Steyr AUG A3 reload animation for injured bandit AI
Fixed characters briefly appearing in an A-pose on the "Choose your operator" screen
Fixed AI not playing hit reaction animations when shot
Audio
Fixed an issue where all sounds except UI sounds could disappear after respawning
Fixed an issue where voice lines during the scenic flight were cut off after switching out of the game (Alt+Tab)
Fixed an issue where active headphones stayed on during the scenic flight after switching out of the game during the loading screen
Fixed an issue where nearby radios and TVs could play over each other
Fixed ambient sound disappearing in the Staff Housing yard at Asylum
Gameplay
Adjusted repair kit prices so the Gunsmith Tool Set costs more than the Firearm Tool Set
Adjusted the weight and size of hideout building materials and disassembly materials
Fixed an issue where the character could not stand up after going prone while overencumbered
Fixed an issue where players could not repair an item when they had exactly the required amount of money
Fixed an issue where Ground Zero radiation could stop for everyone on the server after a player died
Fixed an issue where a repair timer could run endlessly
Fixed an issue where players could not sprint directly from prone
Fixed an issue where tripwires could trigger again when a player returned to them after dying
Fixed sulfuric acid spawning in partial stacks on smugglers and pirates
Fixed the manpack radio not always spawning at its locations
Health and Medical
Fixed wrong use counts for blood bags and bandages when healing other players
Fixed an issue where the health panel could show 100% damage on an organ that was not destroyed
Fixed missing wound descriptions for bear traps and spike traps in the health panel
Tasks and Tutorial
Fixed an issue where Chameleon tasks and some other tasks were not offered because a nearby task blocked them
Fixed an issue where the "KIA - Tasks terminated" notification did not appear
Fixed an issue where task items sent by vendors could be destroyed or were lost in the 0.5 character update, blocking the task
Fixed an issue where handing over items for a task twice in quick succession could take the items or money twice but count them only once
Fixed an issue where the smuggling bag could be removed from the task loot box, so the pickup objective could not be completed
The Hazardous Treasures task now shows that a hacking tool is needed
Fixed a Turncoat task briefing that asked for a package instead of a briefcase
Fixed an issue where the tutorial task pop-up did not appear again after respawning in the helicopter
User Interface and Controls
In-game news lists now use standard bullet points
Added a pop-up that explains the season reset to returning players
Updated hideout item icons to match their new sizes
Fixed several Streamer Mode issues, including the player's name showing in chat, a missing map icon, and broken squad and friend invites
Fixed item details disappearing after inspecting an item
Fixed an issue where vendors sent an empty message when hideout production was canceled
The server shutdown notification is now translated
Improved map performance when zooming or moving the map with many areas unlocked
Fixed an issue where the in-game FPS counter showed different values than external FPS counters
Fixed an issue where SA58 and Glock-18 kills and shots were not counted in weapon statistics
Fixed an issue where returning players saw a different account creation screen than new players
Fixed waypoints being placed with a delay
Fixed the captured COP tooltip disappearing after reopening the map
Fixed an issue where stash items could appear locked after opening the vendor tab and the settings menu
Fixed an issue where players could not invite others to a squad because of a "different game version" message
Fixed an issue where the Friends tab showed character rank, faction, and game mode for friends who were offline or had no character
Fixed the game mode icon not updating after changing characters
Fixed squished item images when splitting a stack
Fixed balaclava and cap icons not fitting their inventory slots
Fixed news article images not appearing until the article was reopened
Fixed the hideout production progress bar disappearing when the player had enough resources for another recipe
Fixed a stack count showing on unstackable items in hideout disassembly
Fixed the color of the cancel production button in the hideout
Fixed the Field Manual title staying in English in Polish
Fixed a typo in the season transition message
Fixed incorrect dashes in the credits
Visual and Rendering
Cloud shadows now update smoothly on all graphics presets
Reduced cloud shadows on the ground in sunny weather
Fixed pixelated effects in the night sky during storms with Effects Quality set to Low
The particle effect when a weapon is hit is now easier to see
Reduced ghosting around bright glowing surfaces
Fixed map and UI flickering when HDR is enabled
Fixed flickering hair and beards in the character preview on the Equipment tab
Fixed an issue where weapon parts could appear at the character's feet after changing apparel
Fixed an issue where the light from a tripwire flare could disappear when looking away from it at certain angles
Reduced grass flickering at night, mostly with night vision and DLSS
Cloud shadows near the player now update smoothly on all graphics presets
Weapons and Weapon Parts
Fixed an issue where knife attacks sometimes did not deal damage, mostly at low stamina
Fixed an issue where a 32-round magazine could not be fully loaded after a round was chambered from it
The Steyr AUG now warns that a suppressor does not fit with the 14.5" or 16" barrel and a handguard, instead of showing it as compatible
Fixed some rifles from UNLRA weapon crates coming loaded with the wrong ammunition
Fixed an issue where weapons were canted less with a folded magnifier, hiding the center of the screen
Fixed an issue where a magnifier on the G36 could block the view through the collimator
Fixed an invalid attachment combination of the M700 modX rail, the Juliet flip-away mount, and the Juliet4 4x magnifier
Fixed floating trigger parts on stripped Steyr AUG receivers in item details and when dropped
Fixed the Glock 17 (Olive) appearing tan
Fixed reticles of NVG-compatible collimators becoming too bright and blurry when using night vision
Fixed weapon and binocular hitboxes being the wrong size and blocking bullets while put away
Fixed bullets sometimes not causing wounds, bleeding or knockdown after hitting armor or ricocheting
World
Base camps and starter towns
Fixed an issue where players could get stuck on the observation platform at FOBs
Fixed an issue where players could get stuck behind the chair inside the container at FOBs
Fixed floating medical supplies near the ambulance at Emergency Response in all starter towns
Fixed a spot where players could get stuck between the bridge and terrain near the Lumberyard in Nam Thaven
Fixed a spot near the Villas at the CSI base camp where players could get stuck between the terrain and stairs
Fixed a spot near Bravo 1 where players could get stuck after going prone underwater
Fort Narith
Fixed an invisible wall that blocked bullets at a corner of the underground hangar
Hunter’s Paradise
Fixed a spot near COP Bearcat where players could get stuck between a rock and a tree
Fixed a spot in a stream north of Foxtrot 2 where players could get stuck
Fixed a spot in a riverbed near Foxtrot at (163, 166) where players could get stuck
Fixed a spot at Ban Langphou where players could get stuck between a car and a roof
Fixed the notebook for capturing COP Panther clipping through the tent
Midnight Sapphire and nearby villas
The card reader at Villa Marta now shows a message when there is no power
Fixed floating loot near the Midnight Sapphire and the roadside houses
Fixed a spot at Villa Erica where players could get stuck between a wardrobe and the ceiling
Pha Lang Airfield
Fixed a spot near the hangar at Pha Lang Airfield where players could get stuck in a plastic box
Fixed loot clipping with a body near Papa 1 LZ
Fixed a spot at the South Hangar where players could get stuck between a wall and boxes
Tiger Bay
Fixed food spawning in the makeshift laboratory fridge
Fixed loot clipping through objects at the Vacant Farm
Fixed a spot near Tiger Bay where players could get stuck between rocks
Fixed spots near Banmou Lake where players could get stuck between rocks
YBL-1
Fixed spots near the Criminal Hideout and the Riverside Shack where players could get stuck between rocks or between the terrain and a log
Fixed a spot at YBL-1 West where players could get stuck between rocks
Fixed a spot at FN-3 Auxiliary Base where players could get stuck between rocks and the terrain
Lakevale Sanctuary
Fixed the SATCOM Terminal not spawning at its location
Fixed missing mutated tissue in the morgue laboratory
Fixed mesh fences that cut players like barbed wire
Fixed a loose loot spot that spawned two items
Fixed a window with no collision
RLSL-1
Fixed the sewer door under the Telescope Building that could not be opened
Fixed the stair railing at the living quarters blocking bullets
Fixed missing collision on a concrete sign
Fixed a duplicated TV at the Headquarters
Fixed spots where players could get stuck between rocks and trees near the living quarters, around the Telescope Building, and behind pallets
Fixed a spot at the Radar where players could get stuck on a food trolley
Northern Reach
Fixed spots where players could get stuck between rocks, trees, and furniture near the main entrance, the Research Facility, and the Armory
Other locations
Fixed a spot in a cave at (196, 114) where players could get stuck
Fixed floating loot near the Sawmill
Fixed a spot near the Sawmill's Remote House where players could get stuck between rocks
Fixed electrical parts clipping at the Campsite
Fixed a doubled window at the Hidden Dock
Other Fixes and Tweaks
Fixed several game crashes, including crashes when attaching optics and when quitting during the tutorial
Fixed several server crashes
Fixed an issue where squad members could be sent to a different server after the squad leader changed the server region
Fixed misaligned "Joint Operations" text on the custom servers screen
Fixed an issue where the game mode could be switched during and after creating a custom server
Fixed an issue where players could be kicked when connecting after switching to a character with a different faction or game mode
We're continuing to investigate other reported issues, including AI enemies seemingly taking too many shots to eliminate, with further fixes planned for upcoming patches. We're already hard at work on our next big Patch, 0.5.2.0.
We'll also be sharing another Security Report with the latest ban statistics, including bans issued thanks to our new anti-cheat detections.
If you're enjoying Gray Zone Warfare and appreciate the improvements, please consider leaving us a review on Steam or updating your existing one. Your feedback and support mean a lot to us!
If you encounter any issues, please report them to our support.
Thank you for your continued support.
Every Move Matters,
MADFINGER Games Team
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