Patch Notes — Version 0.21.0 Demo
Squad System — Fully Implemented!
This is the main new feature of the update. Infantry no longer acts as single units — now they are squads. Each squad consists of several soldiers that follow the leader. This makes infantry management more convenient, and battles larger and more spectacular.

Squad System — Mechanics and Features
Soldier loss in a squad happens at HP thresholds. The more damage a squad takes, the fewer soldiers remain in it.
Combat abilities change with soldier loss: hitscan soldiers lose damage, rocket launcher soldiers lose fire rate.
When healing a squad, soldiers are restored depending on the current HP threshold.
Infantry Balance (for the new squad system)
All values have been recalculated to account for multiple soldiers per squad. This makes infantry more effective and interesting in battle.
Assault Squad (AK-74)
4 soldiers: 22.5 damage vs infantry | 3.0 vs vehicles | 3.6 vs buildings
3 soldiers: 16.875 damage vs infantry | 2.25 vs vehicles | 2.7 vs buildings
2 soldiers: 11.25 damage vs infantry | 1.5 vs vehicles | 1.8 vs buildings
1 soldier: 5.625 damage vs infantry | 0.75 vs vehicles | 0.9 vs buildings
Squad with AS-Val
3 soldiers: 30.0 damage vs infantry | 6.0 vs vehicles | 2.7 vs buildings
2 soldiers: 20.0 damage vs infantry | 4.0 vs vehicles | 1.8 vs buildings
1 soldier: 10.0 damage vs infantry | 2.0 vs vehicles | 0.9 vs buildings
Squad with RPG-7
3 soldiers: fire rate 1.0 sec
2 soldiers: fire rate 1.5 sec
1 soldier: fire rate 3 sec
Squad with RPG-29
3 soldiers: fire rate 0.67 sec
2 soldiers: fire rate 1.0 sec
1 soldier: fire rate 2 sec
Squad with SA-18 Igla
4 soldiers: fire rate 0.75 sec
3 soldiers: fire rate 1.0 sec
2 soldiers: fire rate 1.5 sec
1 soldier: fire rate 3 sec
Visual and Technical Improvements
Changed the rendering method — this improved lighting quality and provided access to many visual features.
Updated textures and lighting on the Silent Mirage map.

All buildings and units now have black circles under their models — this improves visual perception and helps better see unit positions.
Added a permanent Outline to all units for better visibility on the map.
Added a Sharpen setting — players can adjust image sharpness to their preference. This setting is located in Video -> Graphics "Image Sharpness".
Added VFX dust from soldiers' feet while running.

Implemented cursor change depending on the action: attack, capture building, enter building — now it's visually clear what can be done.

Bug Fixes and Improvements
Fixed a bug with resolution scale: on first launch, it was set to 0.0, making the image blurry. Now it defaults to 100%. Of course, players can always adjust this setting to their preference.
Fixed a bug where players wouldn't get their starting building and bulldozer — now everything works as intended.
Fixed a bug with the loading screen: when starting repeat matches, data from the previous session would persist — now everything resets correctly.
Improved soldier selection — hovering and clicking now work more accurately and quickly.
Plans
With the squad system in place, infantry feels completely different in battle. My next tasks are to continue balancing and refining this system based on your feedback, then move on to the following: a vehicle damage system (affecting speed and visual state of tanks, vehicles, aircraft, and helicopters), and then the day/night cycle. After that, I can transition to focused work on the new faction — the USA. Of course, I'll also fix bugs as they come up.
I wanted to release this update a week ago, but my PC's SSD failed. I had to wait for a new one, re-download everything, and reconfigure the system — so it ended up taking almost a week longer. Now I'm back to my usual pace. Thanks for your patience!
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