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OVRLRDNewsPerformance Improvement, Campaign Bugfixes and Forest Burning
Game update

Performance Improvement, Campaign Bugfixes and Forest Burning

OVRLRD · published 15 Jun 2025, 02:54 UTC · build 18871160

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Thanks to everyone who's bought and played OVRLRD in the last few days! And a big thanks to those of you who've been providing feedback and bug reports.

This is a quick patch to address the most urgent issues - to say thanks, it also includes some fun stuff I've been working on to do with trees physicalisation. Full changelog below, but here are the key points:

  • Fixed a serious performance problem caused by accidentally rendering all grass and trees twice.
  • Fixed an issue where completing a campaign mission would return you to the briefing, not the debriefing.
  • Added a temporary button to escape back to the main menu from the campaign debriefing, to avoid softlocks.
  • Made it so that trees obscure NPC vision, shatter when knocked, and can be burned to stumps with weapons.

Changelog: 15 June 2025

ADDITIONS
-You can now burn trees and raze forests with explosive or beam weapons.
-Added 'skipping' behaviour to leg animation system, allowing mechs to raise both feet off the ground at speed.

CHANGES
-Trees and foliage will now warp subtly around the cockpit instead of clipping into it.
-Tree leaves will disintegrate into particles when their tree is knocked over.
-Infantry now gibs instead of disappearing into red mist.
-Trees now obscure NPC vision as well as your own.
-Swapped out BAO-8 reticule for a higher-res one.
-Weapons will now only be overheat-damaged if the cooling system is overloaded (i.e. the entire mech is overheating).
-Reduced overheat damage on weapons globally.
-Swapped out beam impact particle effect for a more violent one.
-Slightly improved infantry combat AI.
-Map screen will now correctly show offscreen icons with a pip.
-Grouped weapons will now all aim at the same spot.
-Pressing 'V' in non-VR mode will now allow you to slew your weapon gimbal.
-Tweaked effects and physics on knocked-down trees.

FIXES
-Fixed a bad performance regression where all trees and foliage were being rendered twice.
-Added an embarrassing temporary button to let you escape to the main menu after a campaign mission. (I will fix this properly ASAP.)
-Fixed campaign missions playing the briefing again after completion, instead of the debriefing.
-Fixed volume of dialogue and briefings being way too quiet. Audio quality may be slightly degraded while I improve this system.
-If you set a volume slider to zero, it will now be silent instead of just quiet. Revolutionary technology!
-Fixed just.... just... so many bugs with the campaign. It's rough in there guys. I'm sorry.
-Fixed several issues with grouped weapons.
-Fixed trees having an open gap on the base of their mesh.
-Fixed an issue where trees and foliage were not rendered on the TGP feed.
-Fixed some wacky movement on the goyangi leg animation.
-Fixed a bug where infantry animations failed to play.

KNOWN ISSUES (Working on it!)
- The campaign is generally buggy at the moment. This is a top-priority set of fixes and I'm working on it as you read this.

More from OVRLRD

Other announcements

All news
Game update15 Sep 2026Changelog 15 September 2026FIXES · SCENARIO EDITOR: fixed an issue where route points would jump to 0,0 when dragged. · SCENARIO EDITOR: fixed an issue where route editing would prevent dragging and zooming. · SCENARIO EDITOR: fixed an issue where NPC mech loadouts would not save. · SCENARIO EDITOR: fixed an issue where parameters of Scripted Events would get reset if you connected an Effector. · SCENARIO EDITOR: fixed a…Game update7 Sep 2026Hotfix: 7 September 2026This hotfix makes the following changes: · Fixed player unit not spawning in the mission editor (it works now, promise). · Fixed some issues with forcing player loadout in the mission editor. · Fixed an issue causing building-destruction particle effects to spawn in the center of the building, not the impact point. · Fixed an issue where collision-with-building damage was way too intense, often…Game update6 Sep 2026Hotfix: 6 September 2026This hotfix makes the following changes: · Fixed an issue which caused NPCs to not spawn, or spawn with incorrect loadouts in skirmish matches. · Fixed an issue where mechs would not avoid ragdolled allies when pathing, causing 'bullying' behaviour where they would repeatedly knock each other over.