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Mius Front Beta Update 2026/10

Started by Asid, Yesterday at 05:23:30 PM

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Asid

Beta Update 2026/10
2 Nov 2026


Image is pre beta.

Graviteam Tactics: Summary of Changes October 2026.

Graphics: lighting, shadows and reflections
• Modern engine. The engine was moved to a DirectX 11 renderer alongside DirectX 9.
• New shadows system. Near objects get sharp shadows and distant ones still cast them.
• Screen-space reflections. Wet surfaces and water reflect the scene, including far hills and the sky.
• Hill shadows and sky light. Terrain now shades itself from the sun and moon and blocks sky light behind hills.
• Tone mapping and HDR. Eye adaptation is smooth and time-based, with a colour grading.
• Night vision of the eye. A model of human night vision (rods and cones) makes dusk and night look natural while bright lights keep their colour.
• Upscaling. A new upscaler replaces the old checkerboard stretch for reduced render resolutions, with calm results on grass and foliage.

Graphics: sky, weather and atmosphere
• Procedural sky. The sky is now computed from a physical atmosphere model, with correct colours at every time of day and for any mission date and location.
• Clouds. New cloud layers with shadows on the ground, light shafts and cumulonimbus with anvils.
• Aerial perspective. Distant terrain and the horizon take on the colour of the air, giving a natural sense of depth.
• Unified fog. One fog model now covers the ground, particles, glass and glows, thinning with altitude and blending into the sky without seams. Fog collects in valleys and hollows, is shaded by hills and clouds, and is also taken into account by the AI's visibility.
• Sun, moon and stars. Real astronomy places the Sun, Moon and planets, the Moon shows its phases and seas, and the night sky has stars and the Milky Way.
• Constellations. An optional mode draws constellation lines and faint planet names on the night sky.

Graphics: terrain, objects and effects
• Smooth LOD switching. Trees, bushes and other landscape objects fade smoothly between detail levels instead of popping.
• Trenches and craters. Dug trenches no longer disappear or render flat, and the ground shading updates over new trenches and craters.
• Distance fades. Exhaust, dirt, splashes and other vehicle effects fade out smoothly with distance.
• Bushes and trees. Vehicles press bushes down smoothly instead of passing through them, bushes no longer sink into the ground, and tree physics is stable.
• Water effects. Soldiers and vehicles leave rings and splashes on water, including in puddles and shallow fords.
• Vehicle viewer. Vehicles get soft shadows and ambient occlusion, the camera turns smoothly and the ground texture displays correctly.

Tactical battle
• Driving physics. Rolling resistance, grip, and the gearbox and engine power were reworked so vehicles reach more realistic speeds.
• Path following. Vehicles no longer circle around waypoints, slow down properly for turns and follow roads and passages more cleanly.
• Ditches and drops. Vehicles probe the ground ahead, avoid unmarked drops and anti-tank ditches, back away from edges and cross bridges correctly.
• Amphibious vehicles. Floating vehicles enter and leave water smoothly, climb out onto banks, and plan routes over water.
• Formations. Lines and wedges hold together, wait for laggards and leave trenches along their axis.
• Defence order. A new defence order places soldiers at prepared positions, and they dig foxholes where none exist.
• Positions in trenches. Soldiers stay in their trench places, lie along the trench and turn without spinning or drifting away.
• Grenade throws. Soldiers no longer make an empty throwing swing without a grenade.
• Wire obstacles. Soldiers slow down in barbed wire, stop to flatten intact sections and lie down only under enemy fire.
• Target visibility. Line-of-sight checks are faster and steadier, and smoke screens thin out over their lifetime.
• Enemy contact indication. Enemy icons now go through clear stages (contact, recognition, identification) and no longer blink in and out.
• Fuel. Vehicles consume fuel realistically based on mass, running gear and engine.

Operational phase
• Smooth map animation. Platoons slide smoothly along their paths, and supplies, recruits and repairs are shown as markers moving along supply lines.
• Operational AI. The operational AI plans its moves better, keeps rear units behind the combat groups and handles logistics, supply and repairs more sensibly.
• Battle group movement. Groups march more reliably, stop at the enemy instead of attacking by mistake and keep to their sectors.
• Auto-battles. Automatically resolved battles were fixed and use a better model.
• Fuel on the map. Fuel is used by path length and refuelling waits for supply; a map note lists platoons left without fuel.

Interface and controls
• Gamepad support. Full XInput gamepad support in menus, tables and battle, with an on-screen cursor and a quick order menu.
• Handheld PCs. Steam Deck, ROG Ally, Legion Go, MSI Claw and similar devices are detected, with touch-friendly buttons and the Steam on-screen keyboard.
• Fewer battle messages. Repeated battle messages are merged into one line with a counter, and the game pauses less often.
• Tactical saves. Changing options no longer deletes tactical saves, saves are smaller, and single missions have their own slot.
• Graphics settings. New menu options for sky, shadows and render scale; choosing 'Ultra' sets every video option to maximum; DirectX 9/11 is chosen in the settings.
• Automatic quality detection. The game benchmarks the GPU on first start and picks settings for 30 FPS instead of always choosing Low.
• Smooth camera. Camera movement is smooth at a steady frame rate, also on pause, with raw mouse input.
• Penetration charts. Penetration charts use the same model as the battle, with historical reference values shown as dashed lines.

Sound
• 3D sound. Sound positioning, Doppler and bullet fly-bys were fixed, and looped sounds no longer drop out.
• Voice management. Louder and nearer sounds take priority over quiet ones, and a gentle limiter prevents clipping.
• Sound environment. Battles have reverberation, echoes and sound screening that change smoothly with the terrain.

Performance
• Faster loading. The main menu and tactical battles load faster, and textures and sounds stream in the background, reducing stutter on HDDs.
• Fewer CPU spikes. Terrain is built in parallel, and grass and visibility updates fit a frame budget, removing spikes during fast camera moves.
• Faster path search. Path search is faster and no longer scans the whole map when no route exists.
• GPU optimization. SSAO, fog and parts of the sky can render at half resolution, and 'Ultra' became cheaper on mid-range GPUs.

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