Bellum Beta Build #725

Bellum Beta Build #725 is now live on main branch.

Bellum Beta Build #725

Everything since Build 712: an armor rework, bullets that feel the wind, foliage that sways and reacts to soldiers, new lighting on Highlands and Tsavo, a recoil pass and a long list of fixes.

Changes

Gunplay & Armor

  • Armor reworked. Backface Deformation now properly simulated. A plate that stops a rifle round now bruises the wearer (blunt trauma, based on the round’s momentum). Plates wear with every hit and fail when a round punches through or the backing is used up.
  • Fix: Bullets now feel the map’s wind at full strength (it was about 1⁄100 of intended).
  • Recoil pass: the rearward shove on each shot now lands in full and on time instead of as a soft, late push. AKM retuned, and its side-to-side hand jump is gone.
  • First-person muzzle flip on rifles and machine guns is slightly stronger: the grip now dips as the muzzle climbs.
  • Sights recover from vertical recoil 25% faster.
  • Red dot and holo reticles blur and shake slightly on every shot.
  • Mounted weapons: your view now stops at the edge of the mount arc. New setting Mounted Free Look (Gameplay > Controls, default Off) brings back panning past the arc.
  • GM94 reload reworked: loads up to 3+1, firing interrupts a reload, and you always get the rounds you paid for. (there is a bug with rearming GM-94 frag rounds off the crate)
  • Passive bracing against cover works again. Mounting only uses solid cover and terrain, and the bipod clearance check only looks at the barrel.

Movement & Controls

  • Fast turns while prone are capped, so a prone soldier can no longer snap 180. Slow turns feel the same.
  • Diving to prone lands you facing the direction you dove.
  • High ready has its own keybind row (Gun High/Low Ready, Combat). Binding Fire to Space now warns about the conflict instead of dropping you to high ready mid-burst.
  • The vault keybind is renamed Vault / Climb / Leap / Drop.
  • Grenades: RMB starts the underhand throw on press and never zooms.
  • Crouch sprint is faster: 300 (was 275), and 330 for Insurgents, Ranger RRC and SATYR Recon.
  • The stamina bar drains and refills smoothly instead of in 5-point steps.
  • Briefing card F5 / F6 no longer miss presses.

Game Mode

  • Going down now knocks you unconscious instantly, with no slow pass-out.
  • Going down now cancels whatever you were doing: an interrupted reload moves no ammo and an interrupted treatment applies nothing.
  • Squad hold: during staging, a squad leader can hold an empty squad for 90 s and invite teammates into it. Invited players still pick their own role.
  • Kill credit is shared: everyone who did real damage to a soldier that life shares the down and the kill. The feed shows the last hitter + N.
  • Objective influence income cut by 20%.
  • The insurgent Hideout now falls to one remote charge. The Combat Outpost is the only building that takes two.
  • A COP can no longer be placed underground, in tunnels or under cover.
  • The debrief shows ENEMIES HIT instead of accuracy, and now counts suppressive fire.
  • Match recordings sent to players no longer show who reported whom.
  • The WAITING TO START count now matches what the match actually needs to start.

HUD & Menus

  • New Patch Notes tab in the main menu, with the full notes in game.
  • Radial menus restyled: short slice names (caliber + capacity), magazines shown as counts (x7).
  • Crate resupply wheel: a CROSSLOAD tray shows what you carry, RMB on a tile drops one unit, and the center reads REFILL KIT (or KIT FULL). Bandages are no longer on the crate.
  • Deployment screen: the CROSSLOAD row has its own icon, opens the preset editor from anywhere on the row, and shows your preset as the same slot tiles.
  • Ctrl+T inventory hides crossloaded items you can’t use, and blood bags until they can be used. Empty launcher stacks read 0.
  • Phone, watch and B-TAK screens are sharper, and the water spots on the B-TAK screen are gone.

Lighting & Visuals

  • Eye adaptation is off for now, so every map shows its lighting as authored.
  • Highlands lighting overhaul.
  • Tsavo lighting rework: golden hour, sunset sky, a visible sun with light shafts, cloud shadows, backlit leaves and a new color grade.
  • Kambori: distant heat haze (300 to 600 m). Red dots and holos stay sharp through it.
  • Less ghosting on red dot and holographic sights.
  • Concussion effect redone: squinting eyelids and soft sun rays, and the sky no longer blows out to white.
  • Sharper sun shadows on your first-person weapon.

Foliage

  • Plants and trees sway in the map’s wind up close, tree trunks move with their leaves, and smoke grenades drift with the wind.
  • Soldiers trample grass and push through bushes. Explosions push nearby plants outward.

Maps

  • Kambori: Invisible (but solid) boulder clusters across the map are now visible. Grass placement and overlapping building fixes. New minimap, and the after-action and deployment maps now show Kambori imagery.
  • Tsavo: fixed spots where you fell through ground that looked solid. Grass no longer lowers your weapon, floats, or disappears after pressing Apply in Settings. Shrubs restored. Cave 2 lighting finished, AO7 progress, new minimap.
  • Corrugated fences get more wear and color variety. Rock and tree collision fixes, so feet land on the rock you see.

Audio

  • Footsteps no longer play twice per step.
  • New sole scuff when you reverse direction or whip around at a jog or sprint.
  • Bullet cracks in machine-gun fire no longer cut each other off.
  • M18 smoke no longer pops. New glove tap sounds.

Performance

  • Epic: Lumen lighting and reflections now run at half resolution.
  • Kambori terrain is cheaper to render.
  • Lower audio CPU cost for gunfire, cracks and footsteps.

Changes

  • Tsavo: tunnels are lit again (these need addtional tuning after the lighting rework).
  • The VGM93 thermobaric grenade now uses its own explosion effect, not the rocket’s.
  • Other players no longer hear 6 or 7 shots from your single tap, and back-to-back bursts stay separate.
  • Fixed a main menu crash on ultrawide (non-16:9) screens with AMD frame generation.
  • Fixed another FSR frame generation crash.
  • DLSS frame generation no longer crashes when Windows drops exclusive fullscreen.
  • Fixed a crash when minimizing or resizing with NIS sharpening on.
  • Fixed a crash tied to the spawn selection map.
  • Frame generation no longer stays off after a quick alt-tab.
  • Fixed the main menu getting stuck on the loading screen.
  • A weapon key pressed while holstering (binoculars, then 1) is no longer dropped.
  • Spamming RMB to aim, or high ready, no longer lands a late extra toggle.
  • Aiming while diving to prone no longer flickers the sights.
  • Binoculars, crates, rally flags and phones no longer sway 7 to 10x harder than a rifle.
  • URG-I recoil no longer goes dead after firing its M320.
  • The RPG-7 reload can no longer be cancelled after the rocket is chambered.
  • AK-74M iron sight alignment fixed.
  • Armor damage now registers reliably (a client/server mismatch could drop it).

All patch notes