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The Last General Alpha PlaytestNewsAlpha 0.1.17 Update Notes
Game update

Alpha 0.1.17 Update Notes

The Last General Alpha Playtest · published 30 Jul 2026, 23:58 UTC

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  • Implemented the automated supply system.

    • Added capacities and resource types to the supply trucks

    • Made them pick up resources from factories and carry them to the frontlines to supply any units that need them.

    • Made the resources transfer slowly from factories to trucks and then from trucks to units.

  • Added a danger map so units can plan their routes avoiding enemy territory when possible.

  • Now company members can transfer automatically to other strategic orders that need them if they are not currently following any orders.

  • Improved soldiers weapon camera so when soldiers run the camera moves to their chest instead of the third person camera.

  • Improved transitions between third person camera and weapon camera for all infantry weapons.

  • Improved recoil in first person for infantry.

  • Made starting budgets be proportional to map sizes.

  • Change unit indicator colors for supply units to be easier to distinguish from combat units.

  • Made transports picking up passengers move at full speed

  • Spawning more initial companies.

  • Spawning more trucks and further from the water.

  • Spawning some initial heliports in the island from the beginning.

  • Fixed issue in polyanya-based and road based pathfinding joining algorithm causing weird short loops around objects and making units get stuck.

  • Added aiming hint points and lines

  • Reduce C-RAM smoke particles that were blocking visibility of the shots and target.

  • Slow down AA and C-RAM bullets as expected because of air drag.

  • Hid strategic orders in first person, keeping only relevant ones (air orders if you are piloting an aircraft, or arty orders if you are controlling arty units)

  • Improved death cams to show the dead/destroyed units or their impacts better. Specially for units that crash themselves into other objects.

  • Improved transitions between weapon (1st person) and unit (3rd person) cameras

  • Migrated unit weapons and ammo to UI Toolkit and made it show/hide too when toggling UI on/off.

  • Made a new shader for dust, scratches and burning of vehicles including deformation for destroyed ones.

  • Fixed infantry movements glitch causing weapons to point in random directions when running and switching directions.

  • Fixed infantry transition between first person and third person when running to be interpolated the same way they do when the camera switches are done by the player.

  • Hiding minimap area too when toggling UI on/off.

  • Changing in-game songs dynamically depending on the current match situation.

  • Fix camera glitching when following a unit and pointing straight up or down.

  • Fixed camera glitch when zooming in too much while following certain units.

  • Hide the cursor sight for units with fixed weapons where it wasn’t needed.

  • Increased the effect of low altitude on drone feed interference.

  • Pausing game automatically when going into the pause menu.

  • Added pause menu music

  • Added timestamps to production build logs to help with debugging.

  • Stopping all game sounds when exiting to main menu.

  • Fix volume and speed changes on audio emitters when game is paused.

  • Fixed issue with keyboard navigation in menus.

  • Improved some materials and visual effects.

  • Added Jimothy to the game!

  • Improved sound distance attenuations for loud sounds (explosions, jet engines, missiles) so they can be heard from far away without being too loud when near the player.

  • Fix bullet flyby sounds sometimes triggering for your own bullets.

  • Improved industrial areas to give more space between objects and prevent blocking the path for produced units.

  • Fixed bug finding the closest navmesh position to certain coordinates.

  • Fixed and improved some texts in the factory panels (capitalization, showing units for stored resources)

  • Fixed issue causing units to avoid some bridges when pathfinding.

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