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Metal ThunderNewsHotfix v0.9.711 - About Your Squad Actually Listening
Game update

Hotfix v0.9.711 - About Your Squad Actually Listening

Metal Thunder · published 14 Apr 2026, 05:34 UTC · build 22775292

All newsPlayers around this dateRead on Steam

Hey Commanders,

Pulled a bunch of AI and pathing threads yesterday and most of it ended up knotted together today, so this one's a chunkier hotfix. A lot of "units standing around like statues" reports, a lot of "my squad won't listen" reports. Turns out those were all the same mess, just showing up in different places.

Quick SITREP:

Squad AI

⚡ Move orders actually stick now. Issue an order, the squad marches to the flag and holds there, spread in a ring around it. Before, they'd follow the order for six seconds and then go chase whatever walked into view. Simple as that.

⚡ Hold position means hold position. Once your squad arrives, they'll engage anything that walks into shoot range but they won't leave the spot to chase. Defend the flag, not the world.

⚡ Fresh ally spawns in Defense mode no longer march past enemies with combat locked off. If there's no active move order, they engage hostiles on the way to their post like you'd expect.

⚡ Infantry now actually turn toward what they're shooting at. Rifle guys had a rotation gate stuck off, firing sideways at enemies. Fixed.

Units Freezing / Getting Stuck

⚡ Fixed units spawning frozen and invincible mid-sortie, looking alive but not taking damage, not dealing damage, not moving. Two separate bugs, both squashed.

⚡ Fixed vehicles and infantry freezing on some terrain even though their path was valid. A bad ground check was reading "grounded=false" on mesh that had no physical collider, so Move() kept stopping the agent every frame.

⚡ Long-range paths no longer stall. Big maps with enemies spawning 300m+ from base were blowing past Unity's default path budget and the agents just... never started. Bumped the budget, they move now.

⚡ Stuck vehicles now actually recover. The unstuck slide was a no-op the entire time for on-mesh units, so tanks locked in avoidance deadlocks would just sit there forever. It slides now, and escalates to bigger warps if sliding doesn't break them out.

⚡ Infantry no longer freeze at NavMesh jump points. Edge case but was happening around rubble.


Maps

⚡ Survival FAITH (and similar maps) were only actually using one spawner even when the scene had multiple. Path validation was running with the default tight budget and failing on long routes. Moved the fix earlier in the boot order and relaxed the "close enough to base" rule. All gizmo-visible spawners are now part of the rotation.

⚡ Sentinel Peak: added path-validated spawn positions and color-coded gizmos for every unit spawn point so designers can eyeball stuck-prone geometry. Tanks trapped on rocky peaks now claw their way out via a slow transform slide instead of teleporting. Sortie also no longer declares victory while hostiles are still alive on unreachable pockets, mission waits it out properly.

Quality of Life

⚡ Fixed persistent fire VFX from destroyed friendly vehicles piling up over long sorties and tanking performance. (thanks @dragonwolfe0714, @Wiawyr for the reports)

⚡ Destroyed helicopters no longer linger as eternal wrecks in the scene.

⚡ 105MM upgrade cards now actually show their stat previews at the bottom.

More patches on the way. Appreciate all the feedback and reports, keep 'em coming.

See you in the skies,

— Tolga ⚡

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