[p]GHPC Early Access has been updated to version
20260319. As always, you can get additional info on this and future updates by visiting our Discord server and YouTube channel. Links are on
the GHPC website. [/p][p][/p]
NEW FEATURE: TREE DESTRUCTION
[p][/p][p]Often, in an early-access game under active development, features that to some seem obvious or even mandatory end up being placed lower on the priority list. Until now, tree destruction has been in that situation: a readily apparent "need" for the tank driving experience, but not a high priority for implementation while more important work was being done. We indicated that this would eventually become a feature by including it in
GHPC roadmap phase 7.[/p][p][/p][p]As we work our way down the roadmap, we have finally reached the point in the development timeline where this feature's moment arrives. With this update, you will be able to push trees down, provided that your vehicle is powerful enough - having enough mass to overpower the trunk and enough torque to get it moving. Practically speaking, this means that tanks and IFVs can usually take out trees, while trucks will have a difficult time with the task and may only be able to run through smaller obstacles like bushes.[/p][p][/p]
TURRET AUDIO OVERHAUL
[p][/p][p]Our audio designer has completed a revision pass on most of the turret traverse audio in the game. There are new motor and brake sounds, plus other audio cues for the various mechanical processes related to turret movement.[/p][p][/p][p]The sounds used in this overhaul were partially based on recordings of real tanks captured by our team. We enjoy the opportunity to occasionally touch grass and get direct experience with the machines we're depicting, so this feature was fun to research! In addition, we would like to thank the tankers and armor mechanics in our community for their expert advice, contributions, and detailed feedback during the development of the feature.[/p][p][/p]
NEW MISSION
[p][/p][p]While most of the team is still focused solely on long-term goals such as the campaign mode and crew stations overhaul, our mission designers did find time to add a new Instant Action scenario for this update. This one is a large night assault by Soviet forces against a prepared NATO defense. You can find "The Regiment's Way" in the Point Alpha mission list.[/p][p][/p]
OPTIMIZATIONS
[p][/p][p]After our previous update, we determined that there were still some issues in the rendering systems that were not solved by the previous optimization round. In addition, we found more ways to streamline several game systems to make them more efficient. [/p][p][/p][p]Taking all of these findings into account, we've done a significant second pass, which should improve performance across the board for most players. This should be especially noticeable in AAR mode or when the game is rendering large forest or crop field areas during low intensity sections of gameplay.[/p][p][/p][p]As usual, work on optimization continues, regardless of the long list of previous improvements. We will likely continue to focus on this goal all the way until the game's full 1.0 release.[/p][p][/p]
CHANGE LOG
[p][/p]
NEW CONTENT
- [p]New mission: The Regiment's Way (Point Alpha)[/p][p][/p]
FEATURES AND ADJUSTMENTS
- [p]Added ability for sufficiently powerful vehicles to push trees down[/p]
- [p]Overhauled turret audio for most vehicles[/p]
- [p]Added loading progress bar when entering mission[/p]
- [p]Implemented several performance optimizations[/p]
- [p]Improved grass pop-in at edge of LOD distance[/p][p][/p]
FIXES
- [p]Fixed performance issues in AAR mode[/p]
- [p]Fixed performance issues with vegetation[/p]
- [p]Fixed issues with incorrect trees spawning in some locations[/p]
- [p]Fixed particle shadows not working[/p]
- [p]Fixed some vehicles having 100% camo net spawn rate[/p]
- [p]Fixed various mission layout bugs[/p]