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Glory to the Heroes Playtest›Events›The public PvP stress test is wrapping up
Community

The public PvP stress test is wrapping up

Glory to the Heroes Playtest · published 5 months ago

All eventsPlayers around this dateRead on Steam

The public PvP stress test is wrapping up!

We are grateful to all the players and supporters for their participation and feedback. More than 40,000 troops landed in the Canal of winter Chasiv Yar so far during the playtest - a lot of ground firefights, hundreds of bombs dropped, thousands of gun jams occurred, and even more bugs identified.

This was our first experience hosting a public multiplayer PvP game mode, and the playtest completed its goal - we managed to fix most of the critical issues on both game and online infrastructure, and the public playtest is wrapping up in its originally envisioned state (latest public patch). More than 50 bugs and issues of different scale were fixed during the playtest. This was a pivotal achievement for us on the way to the upcoming early access launch that was not possible without real player scale.

Some of fixed issues:

  • Adressed issues with instant objectives re-capture by the enemy
  • Networking, bandwidth and net code improvements
  • Fixed issues with teleporting / tapping players in buildings
  • Improved culling and performance on players characters
  • Added quick basic tutorial widget explaining game mode, medical system and inventory management on the first spawn
  • Match total time reduced to 25 minutes
  • Adressed server issues with players being kicked upon connecting to the game
  • Fixed issue with oversaturated tremor in aiming with severely injured arms
  • Fixed issue with ghost-opened inventory prevents from moving
  • Reduced volume of main menu music
  • Main Base of RF team temporarily rebased to the former school objective, school objective eliminated (temporarily)
  • Fixed issues with over dark look of the map / exposure on some time of day / weather configurations
  • Spawn on Twin Houses objective moved to the building interiors
  • GP-25 is now correctly zeroed to 100m
  • Base Proximity VoIP volume increased
  • Player’s damage models / TTK improved by adding damage spreading to nearby limbs / thorax from knocked body parts
  • Resolution of issues with Deploy Screen
  • Strafe locomotion issues
  • Leaning scope offsets
  • Spawn without squad is now restricted
  • Fixed issue with medical and some other items icons appear broken
  • Fixed issue with Esc button toggles inventory instead of pause menu
  • Spawn killing / camping and systematic friendly fire now being tracked and users violating it excluded from the playtest
  • Fix for backpack model on russian troops floating detached from the body
  • Fix for the broken textures on jackets of some RU loadouts
  • Queue per team on connection screen now shows relevant queue for the region selected. Before it was showing the entire queues from all regions total
  • Fixed issue with payouts tab of Endgame Screen not always showing actual payout and balance
  • Fixed spawn skiing / speedwalk glitch
  • Medical menu now updates on any heal / damage properly and shows correct data
  • Fixed broken fire SFX
  • Fixed bug with ability to run but decreased walk speed after applying tourniquet on injured leg. Now both speeds cut properly according to received damage
  • Fixed issue with exhaust breath SFX not always playing / not playing for other players
  • Minor UI tweaks
  • Fixed broken "freezing" artillery SFX
  • Improved sound positioning
  • Fixed offset view when leaning on some AK loadouts
  • Fast walking / sliding after respawn
  • Strafe run works and responds to A / D keys, character moves independently from camera look when running
  • A bug with jitters, shaky weapon and inability to move
  • A bug with inconsistent items displaying in inventory / inventory displayed empty
  • GPU performance
  • Players getting kicked out after loading into the match
  • Refining of the default startup and auto graphics settings
  • FAB / Artillery on the main base and start of the match
  • Restriction to enter enemy Main
  • Issues with inconsistent items displaying in inventory / inventory displayed empty
  • GPU performance and VRAM consumption was drastically improved across all of the map, gigabytes of textures were fixed / overhauled in favor of performance.
  • Addressed issues with players being kicked out of matches upon connecting (But issue might happen and we still need to collect more data to fix entirely)
  • FABs / Artillery nerfed in frequency
  • Fixed an issue with ability to see / stuck into geometry when prone
  • Fixed issue with jittery movement after going from crouch to run
  • Fixed a bug causing player character to full reload with tactical reload animation (no bolt pulling)
  • Fixed issue with broken Jam fix animation
  • Fixed error with "Personal record failed" on the first boot of the game
  • Parts of the map were re-designed in favor of better gameplay and accessibility. Few objectives on the map expanded with dedicated enforced fire points

Visibility Improvements:

  • Improved visibility across all level
  • Improved clarity and brightness of interiors lighting
  • Reduced exposure difference when looking from interior to outdoors
  • Increased brightness and visibility of armbands and tapes on troops
  • Increased clarity of camos on distance for easier identification for both UA and RU

QoL:

  • Implemented auto join to ongoing matches, no more need to wait for exact 8x8 match + players joined ongoing match replace disconnected players for balancing.
  • Initial deploy screen now honors player's team choice and does not prompt to re-select faction after connecting to server

Performance:

  • Noticable improvements in performance for all configurations, fixed performance regression of the last update. Expect 15-30% performance gain compared to the previous version
  • Still working on optimization improvements for GPU bound systems and some NVIDIA RTX XX60 GPUs.

Many minor bug fixes

  • Minor visual and level design enhancements
  • Reduced crackage
  • Networking optimizations

Most of the public servers are currently down. Patreon supporters and playtest key owners retain private access to the playtest and all of its further updates. If you missed - more public playtests are planned prior to the early access launch to test other maps, game modes and new mechanics when we're ready.

By the results of the playtest we decided to postpone the release of the early access previously slated for Q1 2026. Team is currently considering a new solid release date for the early access and its revised content - we will disclose both soon in an announcement.