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SpecialForce RemasteredNews[Notice][Completed] Temporary Maintenance Schedule (Apr 9, 10:00 ~ 15:00 KST)
Community

[Notice][Completed] Temporary Maintenance Schedule (Apr 9, 10:00 ~ 15:00 KST)

SpecialForce Remastered · published 8 Apr 2026, 14:33 UTC

All newsPlayers around this dateRead on Steam

Hello,

This is Special Force Remastered.

We would like to inform you that temporary maintenance is scheduled for Thursday, April 9, 2026.

Please see the details below.


1. Maintenance Schedule

  • April 9, 2026 (Thu) 10:00 ~ 15:00 (KST) (Completed)


2. Maintenance Details

◆ New Additions

In-Match Weapon Preset Switching Added
■ A system that allows players to use presets configured in the lobby during a match.

  • Available in all modes, and each preset switch costs 500 GP.

  • Presets can also be changed during the waiting period. If you select a preset other than the one currently equipped and press the change button, 500 GP will be deducted and the preset will be marked as Reserved.

  • When you respawn while a preset is in the Reserved state, your weapons will be changed to that preset.

  • In Sniper Mode, presets can only be selected and changed if a sniper rifle is equipped in the main weapon slot.

  • The default hotkey is M, and it can be changed in the options menu.

(Updated) AI Match Added
■ A system in which AI fills empty slots during matchmaking so matches can proceed more smoothly.

  • AI Match is available daily from 00:00 (midnight) to 18:00 (6:00 PM). It will begin automatically 60 seconds after the minimum number of players required for each time period has been met. If the required number of players for matchmaking is not reached within a certain amount of time, AI will be applied automatically. (If the minimum required number of players is fully met, AI will not appear.)

  • AI Match is only applied to Free-for-All and Team Deathmatch.

■ The minimum number of players required to start AI matchmaking by time period is as follows:

  • 00:00 ~ 02:00: 4 players

  • 02:00 ~ 08:00: 2 players

  • 08:00 ~ 18:00: 4 players

■ The number of AI inserted by mode is as follows:

  • Free-for-All: All empty slots will be filled with AI up to a total of 16 players

  • Team Deathmatch: All empty slots will be filled with AI up to a total of 12 players


◆ Fixes

Optimized Respawn Positions in Free-for-All

  • Spawn positions will now be handled to minimize overlapping positions as much as possible.

  • (However, players may still overlap during the warm-up period before the match starts.)

IED Bombs Will No Longer Spawn During the Waiting Period

  • This prevents players from obtaining information in advance and detonating bombs immediately when the match begins.

Fixed Kill Count Handling in Free-for-All / Team Deathmatch

  • Fixed an issue where the final kill count was sometimes not added correctly.

Adjusted Matchmaking Logic for Large Parties

  • Fixed a bug where matches could start even when team sizes were not evenly distributed for large parties
    (such as 6:4 or 7:3).

  • As a result, if an 8-player party enters matchmaking, the match will only start once all 16 players have been matched.

Adjusted Weapon Swap Completion Timing for Secondary / Melee Weapons

  • Improved the awkward delay in swap completion timing when firing immediately after switching to a secondary or melee weapon.

Fixed EXP Display

  • Fixed an issue where accumulated EXP gained at the Second Lieutenant rank was not being displayed properly.

Corrected Damage Display Typos for Certain Skin Weapons

  • Fixed text errors in the displayed damage values of certain skin weapons, such as M4A1 Sakura.

  • (There is no actual stat difference between normal and skin weapons.)

Fixed Consecutive Throwable Issue (Delayed)

  • This fix was intended to address an issue where throwable weapons could sometimes be thrown consecutively depending on mouse input.

  • However, due to an unexpected issue found during the final verification process, this update has been postponed.

Reduced Camera Jitter When Colliding with Throwables

  • Reduced the camera bounce/jitter that could occur when directly touching or stepping on throwable weapons and colliding with them.

Improved Melee Collision Handling

  • Fixed an issue where melee attacks would fail to deal damage if they hit a wall or object first.

Improved Sayeret Matkal Model

  • Fixed an issue where the character’s elbow and wrist joints could appear unnaturally bent.

RAGING JUDGE XXVIII

  • Fixed an issue where damage was not being applied according to the displayed values.

Fixed Hip Fire Behavior for DVL-10

  • Fixed an issue where DVL-10 hip fire was forming a bullet grouping at the center contrary to its intended behavior.

(Added) Fixed Missing DVL-10 Animation Behavior

  • Fixed an issue where sway caused by breathing and movement was not being applied while aiming or moving with the DVL-10.

(Added) Fixed Crosshair Disappearing Issue

  • Fixed an issue where the crosshair was not visible at certain resolutions.

(Added) Fixed Missing M4A1 Part Application

  • Fixed a bug where the American Vertical Grip was not being applied to the M4A1.


◆ Balance Patch

N4

  • Accuracy increased by 3.5% compared to before.

  • Damage multipliers for body parts excluding headshots increased by 2%.

M4A1

  • Accuracy increased by 2.25% compared to before.

  • Damage multipliers for body parts excluding headshots increased by 3.5%.

AK-12

  • Accuracy increased by 0.5% compared to before.

TAR21

  • Accuracy increased by 2% compared to before.

  • Damage multipliers for body parts excluding headshots increased by 4%.

M250

  • Damage multipliers for body parts excluding headshots increased by 2.5%.

VITYAZ

  • Damage increased from 25 → 27.

  • Damage multipliers for all body parts including headshots increased by 5%.

  • Effective range reduced from 20 → 18.5.

UZI

  • Damage multipliers for all body parts including headshots increased by 4.25%.

MP7

  • Damage multipliers for all body parts including headshots increased by 3.725%.

MRAD

  • Jump spread multiplier increased by 25%.

DVL-10

  • Jump spread multiplier increased by 21%.

PSG-1

  • Jump spread multiplier increased by 18%.

  • Muzzle rise when firing has been slightly reduced.

SVD

  • Jump spread multiplier increased by 12.5%.

  • Muzzle rise when firing has been slightly reduced.

IED

  • Tactical Shop price increased from 800 → 950 GP.

Flashbang / Smoke Grenade

  • Carry limit reduced from 3 → 2.

Flashbang

  • Effect radius increased from 600 → 700.

  • (The vision effect detection range has also been increased accordingly.)

(Added) Increased EXP Rewards in Certain Modes

  • EXP gained for kills has been slightly increased in Team Deathmatch, Sniper Mode, and Squad Match.

  • EXP gained for victory has been slightly increased in Team Deathmatch and Sniper Mode.

  • EXP gained for round wins has been slightly increased in Squad Match.

  • EXP gained for match victory has been increased in Squad Match.


3. Impact

  • The game was unavailable during the maintenance period.

※ The maintenance schedule and details may change depending on circumstances. Any changes will be announced through an additional notice.
※ To ensure safe data saving, please make sure to fully exit the game before maintenance begins.


We will continue to do our best to provide a more stable service.

Thank you.

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