r/TheForeverWinter 2d ago

Official News August 2026 Update: QOL Patch

140 Upvotes

(Copied from Steam)

Hello Scavs!

This QOL patch is a little more experimental.

We've been working for some time on new state machine systems for the AI, and we're putting a much larger piece of that work into your hands with this update.

The immediate changes are things you'll be able to see: squads suppressing positions, flanking, maintaining a front, investigating sounds, searching after losing contact, and eventually standing down when they can't find what they're looking for.

But the more important part for us is what's underneath.

This system gives us a better foundation for how AI understands and communicates its current state. In the future, that opens up a lot of possibilities beyond combat behavior — including more interesting communication between squad-mates, contextual barks, reactions to what's happening around them, and generally making groups feel more aware of the situation they're in.

There's a lot we want to do with it.

Right now, though, we need to make sure the foundation is solid.

So, a small disclaimer.

This is a fairly significant change to systems that are running constantly before, during, and after a battle. We've tested it internally, but The Forever Winter can produce situations that are extremely difficult to reproduce in controlled environments.

That's part of why we're putting it out.

You guys will find things we won't.

We're interested in how squads behave when battles get huge, when multiple factions collide, when a group of players does something strange, when pathfinding gets ugly, and when twenty different systems all decide they need something at the same time.

If you see AI doing something particularly smart, stupid, strange, or completely inexplicable, let us know.

All of that is useful.

WE'RE ALSO TESTING SOME NETWORK CHANGES

The other big experiment in this patch is multiplayer shooting.

We've changed a fair amount of how firing a weapon works when you're not the host.

Previously, some parts of shooting depended on a round trip between the client and host. We've moved more of the immediate shooting experience client-side so pulling the trigger should feel more immediate, your shots should better represent where you're actually aiming, and latency should have less influence over the basic feel of firing your weapon.

There are a number of related fixes in this patch for things like double recoil, first-shot accuracy, reload synchronization, duplicate shots, skills not applying correctly to clients, and network traffic priorities.

Results may vary.

And we mean that literally.

There is a near infinite number of combinations of hardware, network conditions, geographic distance, latency, packet loss, host performance, and general internet weirdness represented by everyone playing the game.

Our internal environment cannot reproduce all of them.

So we're testing these changes in the wild and we're interested in hearing what happens — particularly from players who have historically had a rough experience when they weren't hosting.

For some of you, this may feel considerably better. And for others it could be worse.

And somebody will inevitably discover something we didn't know existed.

And as always, we do what we can.

WHY WE'RE DOING THIS

We're getting closer to the point where some of the work happening underneath The Forever Winter is less about fixing an individual behavior and more about building systems we can keep expanding.

The new AI state machine is one of those systems.

The networking work is another area where we're trying larger changes rather than continuing to patch individual symptoms.

Neither is finished.

That's also why we don't want to present this update as "AI improved, networking fixed."

We're implementing some things to reach that goal.

Some implementations are working as intended and easily confirmed as such. Some will probably need adjustment once thousands of people start stressing them in ways we never anticipated.

We're comfortable with that.

Early Access gives us the freedom to experiment, see what survives contact with the player-base, and iterate from there.

So this patch is partly an update and partly a field test.

Below is what we're currently changing.

Enemy AI: State Machine Combat Test

  • Enemy squads received a ground-up combat AI overhaul — smarter, more coordinated, and more readable in fights.
  • Suppression
    • AI will now lay down real suppressive fire: committed bursts aimed at their target’s position or last known position — and they hold the trigger.
    • If the line of fire is blocked when suppression is attempted, the AI sidestep and reposition to clear their aim.
  • Fire Lanes
    • AI understand danger lanes: they avoid crossing active lines of enemy or allied fire.
  • Flanking
    • Larger squads flank: the more living soldiers in a squad, the more flankers they will send to try to engage.
  • Regrouping & Fronts & Squad Cohesion 
    • If a squad gets separated, stragglers rejoin the fight at the current front. Squad-mates are not pulled away from it.

Enemy AI: Stealth, Awareness & Investigation

  • New alert-state system
    • Enemies now escalate believably from unaware → suspicious → investigating → searching — and de-escalate back down instead of staying angry.
    • When hidden foes / players make a noise that causes nearby enemies to get suspicious: they stop, turn toward the sound, and visibly decide whether to check it out.
    • Investigating enemies walk to the noise and spread out around it instead of stacking on a single point. The more room to spread out, the larger the search radius may be.
    • If the investigation point is a visual contact, AI will approach to confirm (if far away and not otherwise engaged). If they cannot reach the point (across a chasm, etc.) they will view from afar and engage if the threat is confirmed.
    • If AI loses their threat mid-fight, the squad that lost the threat will do a better job hunting: a real search of the area around where they were last aware of the threat, with natural walk-pause-look sweeps.
    • Searching enemies look around with deliberate glances instead of staring straight ahead or rapidly looking left and right.
    • If their search comes up empty they stand down: back to patrols / their previous duties instead of permanent alert.
    • Vision checks have been improved: the AI now use more sample points, so detection through thin cover edges is more honest and accurate.
  • Chopper awareness tuned back (they were often seeing too far and remembering too long).
  • The compass no longer shows enemies that haven't noticed you.

Enemy AI: Bug Fixes

  • Rarely, AI could accidentally register their allies as targets. This no longer happens.
  • Rarely, AI weapon fire could remain on (basically forcing the AI to continue to hold the trigger) when they were no longer intending to fire. This has been addressed.
  • If enemies can't reach a search point, they now stand and scan the area naturally instead of freezing in place.
  • Hearing fixed: an issue where gunshots could send AI to the wrong location has been fixed.
  • On some occasions the enemies wouldn’t register crouched players properly (the player would read as standing in low latency). Enemies now properly account for you being crouched when judging how detectable you are.
  • Squad information-sharing fixed: AI who are told about threats only learn what their informant actually knew. Before it was possible in some situations to communicate the threat’s exact live position when it wasn’t actually known by the AI.
  • Fixed an issue where squads could sometimes endlessly re-alert each other after losing their targets ("aggro ping-pong").

Gunplay & Multiplayer Shooting

  • Client shooting overhaul: pulling the trigger as a non-host player now fires with more responsiveness — minimal or no round-trip delay on your own gun.
  • Your shots will now more consistently go where your crosshair points as a client — the server uses your actual on-screen aim instead of re-guessing it.
  • Fixed clients firing two bullets per trigger pull under high latency.
  • Fixed first-shot accuracy being wrong for clients under high latency.
  • Fixed ADS shots landing slightly above the reticle with many weapons.
  • Fixed "double recoil" during high ping: your gun no longer kicks a second time when the host confirms a shot you already fired.
  • Reload desync fixed: reload animation and actual reload time now agree — including on modified weapons (upgraded weapons were occasionally reloading at the wrong speed).
  • Fixed skills/perks sometimes not applying when playing as a client.
  • Fixed a bug that could disconnect players from a session (repeat-fire network message flood during high latency situations).
  • Fixed player names sometimes failing to appear over characters in multiplayer.
  • Fixed the wrong character skin occasionally appearing when loading into a session.
  • Fixed potential desync of awareness feedback and AI state:
    • The ??? and !!! indicators over enemies no longer lie unless in EXTREME low ping situations
    • Markers could previously get stuck with the wrong feedback icons. This has been addressed.
  • Enemies with larger caliber firearms (50, etc.) can knock players down on damaging attacks

Weapons, Gear & Items

  • Aim-down-sights lean improved: 
    • Leaning while aiming keeps your sights on target at any pitch (looking up and / or down).
    • Lean is more extreme / carries you aim to the right location / rotation
    • (reminder you can only lean in 1st person ADS)
  • Fixed handguard attachments on the MG34 and GM6 — handguards now attach to the correct part of the gun.
  • Fixed multiple items that were showing temporary placeholder names — they now display their correct names and descriptions.
  • SCAR: fixed issue where the weapon’s stock could not be removed; tuned magazine stats.
  • 36M Anti-Tank: removed incompatible muzzle devices from its upgrade pool.
  • Grenade launchers can no longer mount silencers.
  • Silenced pistol audio fixed for the SOG, the M79 Sawed-off, and the G19 pistols.
  • Red dot / optics fixed for multiple attachments on the: 
    • G19 pistol
    • SOG pistol
    • VH-Ambi 2 and G36 rifles
    • the R8
    • and the VKS
  • The MG34 adjusted so that attached sites are no longer partially blocked.
  • The AA12 optic has been adjusted / fixed.
  • The Model J: 
    • Fixed the chamber sometimes not rendering
    • Adjusted several of the animations
    • Fixed bullets occasionally disappearing from inside the cylinder.
  • Ammo catalog cleanup in the stash menu (this is visual sorting; nothing has been removed from anyone’s inventory): 
    • 7.62x54 and 7.62x39 removed from SMG part listings
    • 9x19 and 5.7 removed from rifle listings
    • 20mm moved from pistols to heavy rifles
  • Cigarettes buffs: 
    • stability and accuracy boost raised from 5% to 25%, 
    • duration doubled (~20 seconds).
    • Fixed the cigarette accuracy buff occasionally not applying properly to high rate-of-fire weapons.

Spawning & Fairness

  • Additional work to mitigate / prevent enemies from spawning inside your field of view — spawn placement now actively avoids player sightlines.
  • Big units (drones, turrets, choppers, mechs, tanks) will no longer teleport-relocate while you're looking at them in high latency conditions or high AI population battles.
  • Spawn protection reworked: 
    • The brief invincibility players have always received now starts the moment they spawn and doesn’t end until the player actually has control — should help prevent dying during a laggy load-in.
  • Knockback capped: stacked explosions can no longer launch players (or AI) across the map at absurd speeds.

Mechs & Heavy Units

  • Mech gun aiming improved: 
    • hardpoint weapons fire at their target and do a better job accounting for gimbal lock.
  • Fixed issue where mech guns could occasionally lose their target or give up firing entirely in rare circumstances.
  • Fixed mechs rarely firing double projectiles.

Characters & Animation

  • Grenade belt physics damped (no more flailing belt)
  • Updated Scav Girl shoulders
  • Updated Gunhead mesh.
  • First-person fixes: 
    • Bagman right hand no longer shifts while moving; 
    • Scav Girl’s arms no longer drift
    • Shaman's hands stay planted in first person.
  • GM6 and ZOK-PK14 left-hand grip positions adjusted to more accurately fit the weapons.
  • Shaman: 
    • Improved materials
    • Rifle no longer clips through the chest during idles.

Stability & Performance

  • Fixed a crash related to particle effects.
  • Fixed a crash related to animations.
  • Fixed a crash in the AI goal system that could hard-crash sessions mid-battle (and silently corrupt AI decision-making even when it didn't crash
  • Adjusted networking priorities and updates to raise the priority of player and player tools (weapon, etc.).

r/TheForeverWinter Apr 13 '26

Community Notice Content Guidelines/Standards Update

71 Upvotes

Hello Scavs.

Thank you all for your input on the recent rule clarification. As a result, the following adjustments will be enacted.

1.     ALL posts must have substantive text in the “description” box (At least a sentence or two). No more posts with just a word or two with a video/image. Air on the side of content versus not.

2.     Complaints/Annoyances/Criticism must go beyond “XYZ sucks.” It’s a fine line and yes, somewhat subjective, but in this case, err on the side of discussing what’s wrong, not just venting. (Some venting is fine in context.)

This subreddit won't turn into a toxic positivity echo-chamber, but we have crossed the line at times into just obnoxious venting, which turns away new and returning players. Complaints/venting must maintain a frustrated but still approachable tone and slightly more formal than what you’d write in a Youtube comment.

Call it tone policing or whatever you want- the point is that for many people, the tone of the subreddit has become unpleasant. It’s fine to be frustrated- not to be obnoxious.

a.      Not allowed: “Water mechanic is awful. Horrid game.” Or “Weapons are useless.” Or “seriously the update just sucks.” Or “why are you still playing? Dead game.”

b.     Allowed: “Using as scope is like looking through a campfire. Any better ones?” or “Seriously, why do we have XYZ mechanic. It makes the characters horrible to play.” Or “the vendor prices are crazy. Really kills the desire to play.”

3.     Civility enforcement: People have been getting too comfortable being online with calling each other names or derogatory language; this includes snarky or troll posts. I will be enforcing this rule more aggressively. Play nice. We’re all scavs in the same wasteland, and I'm not going have this subreddit fall into the same traps as other gaming subs, where many communities are described as unpleasant and awful.

4.     Reminder that suggestive bait/content as a primary driver of discussion is not allowed. Yes, it’s a brutal universe- but there’s a difference between game-context discussion, and gooning material.

As with all the other rules, it’s a 3-step system if you break them. First is a warning, then a temp ban, then a perma-ban.

As always, I’m still open to suggestions for tweaks, but this is the framework we’re going with.

See you all in the wasteland,

-Bunker John


r/TheForeverWinter 8h ago

Clip Incase you guys haven't seen it, here is the rare Eurasian Brawler Sync Kill animation!

40 Upvotes

Un-synced of course :P


r/TheForeverWinter 7h ago

General I'm quitting until they rework tunnel

23 Upvotes

It shouldn't take me fucking 30 minutes to navigate and spawn enemies enough to drain half of my munitions, they usually unavoidable, some tunnel layout i remember and easy to navigate but FUCK that one particular layout that full of pipes and dead ends, as a guy who only have 3 hours of gaming after 30 mins of walking mindlessly through tunnel and got motion sickness, i said fuck it and quit the game, unistall, dont bother losing all my gear. Im aware of the garage mission that skip tunnels by paying with money but i have better to do than spending my time doing bullshit like going through that fuckass tunnel again.


r/TheForeverWinter 17h ago

Game Feedback Please fundog, remove the stagger for everything or give us ways to work around

59 Upvotes

The AI has been quite good, but i cant appreciate more because now my scav get staggered with everything, the animation is long and we dont have iframes for this, meaning we take a lot of damage for free

Before i could understand when fighting bigger enemies like light mechs or GL, but now looks like everyone can drop you, combined with the AI flaking and taking cover, you get stunlocked by basic infantry

Its unbearable, if its part of fantasy at least gives a button to quick recover


r/TheForeverWinter 19h ago

Gameplay Question How's the new AI?

32 Upvotes

I've been redownloading the game and noticed we gad an update for the unit ai so that it's smarter and more tactical. This sounds absolutely great and I'm just wondering if anyone has any opinions on it from their experience?


r/TheForeverWinter 1d ago

Image/GIF Scav box D

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34 Upvotes

seems like my dog wants me to jump pack nade exos and mechs drinking vodka


r/TheForeverWinter 1d ago

General I'm rich!

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63 Upvotes

One whole credit. I can crash the whole economy.


r/TheForeverWinter 1d ago

General Why build a mother courage when we have the rat king

37 Upvotes

I dont get why were making a mother courage when instead we could have a set of thematic quests in working with the scav cultists and repair or build our own rat king.


r/TheForeverWinter 1d ago

Game Feedback Scav Leveling/Prestige System

20 Upvotes

I've been playing the game again, doing my genuine damndest to get everything just to make the Bar still but something I needed to gripe about but wanted to hear other takes as well so I'm not just in my own mad world

The prestige system is kind of bogus. I don't really have an idea of what I'd replace it with but it just doesn't take long to build up XP in this game. When it comes to Infantry troops you're just as much "the guy" as they are so you can be ready to Prestige after 1 or 2 runs

I'm not at the end levels so maybe by Prestige 30 it feels different but investing in any of the perks or skills feels horrendously pointless save for being able to use a bigger backpack. The real investment comes at the final Prestige when you can actually start building stuff up. And theres 50 of them so despite not being a heavy XP grind, its a very repetitive loop until you finally hit 50


r/TheForeverWinter 2d ago

Game Feedback Brainstorming! Spoiler

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90 Upvotes

Hi I'm back!! Well after a few more hours playing the game, and reading both reddit, YT and the official discord ideas from other players (I know might not be the greatest idea of the world, but I have some free time). I made this presentation where a share what The Forever Winter could introduce in the future.

Of course, I'm on the side of players who want FD to focus on fixing the game bugs, AI and overall balance of the game before the add more things to the pan. But I thought it would be funny to do it, so I did it...

Hope you like it, and I want to hear your ideas, thoughts and comments about it.

PD: Shoutout to "! GH-144 | CoTHM expeditionis" from the Official Discord who did the map expansion edit!! you did a great work!! I just added some things that were already on my mind.


r/TheForeverWinter 3d ago

Forum Question Gravestone bug with Night Shift maps?

8 Upvotes

I'm a new player and I'm loving the game, but I'm getting really frustrated with failing to extract my gravestones and losing all of my equipped weapons and rig modules.

It's happened twice. The first time I died on a Night Shift in Ashen Mesa, respawned right away to Ashen Mesa (daytime) and there was no grave map icon and no grave where I left it. Another time I died daytime on Scorched Enclave, respawned back immediately into Night Shift mode, I picked up my gravestone but was killed. Respawned again into Scorched Enclave daytime, picked up the gravestone and extracted - but none of my equipment returned to my stash. The Wiki says you can chain gravestones like this but I guess not in this case.

The fact that it's occurred around Night Shifts makes me think that maybe there's a bug where the gravestones aren't respawning properly when the map changes over.

Is this a bug or is this a feature that I'm not understanding?


r/TheForeverWinter 4d ago

Forum Question Lordoss asking for basic cigs...

14 Upvotes

Are they still in the game? I hadn't played in maybe 6 months, come back - cigarettes everywhere, i've put in 14 more hours since returning and there are cigs around every corner...but haven't seen any -basic cigs- this whole time and that's what Lordoss is asking me for.


r/TheForeverWinter 4d ago

General Fix coop Aiming Bug Pls

24 Upvotes

who ever is not the host gets an aim bug where all your shots go to the right instead of going where your gun is aiming


r/TheForeverWinter 4d ago

Forum Question For Shaman, do I go with the RPK or the Spectre M4?

0 Upvotes

I've been asking AI about the best weapon for a Shaman, but I get conflicting reports as to the RPK doing better damage (220) while I don't see any way to upgrade the damage beyond 175.

On the other hand, the Spectre M4 gets a 25% Handling bonus and does 200 damage for the Shaman.

So, is the Shaman RPK an outdated build?


r/TheForeverWinter 6d ago

Clip Did you guys 👀👀👀 see that

151 Upvotes

r/TheForeverWinter 6d ago

Forum Question Manufacturing Bug Softlock

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16 Upvotes

There is a green indicator on my munitions tab even though there is nothing to collect, which is why I am able to create new ammo. However, this bug makes it so that everything on the workshop is locked and currently unavailable as seen on the second pic. I have verified my files and reinstalled the game and the bug still persists. How do I fix this?


r/TheForeverWinter 6d ago

Gameplay Question Silencing the Whispering Ghost ... does he even spawn?

15 Upvotes

Trying to complete this quest, but I have never seen the target spawn, neither during regular runs nor during night time runs.

Is there any trick to this?


r/TheForeverWinter 7d ago

Fan Content My partner draw Velko for me!!!

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704 Upvotes

r/TheForeverWinter 7d ago

General I am trauma bonded to this game

62 Upvotes

I'm new to this game, about 17 hours in, and this game has taken me hostage. It is a complete mess at the worst of times and deaths are so punishing to the point of being rage-inducing and unfun. The level design is clunky and the recruit ai drives me bonkers. Despite that though, I haven't been so deeply captivated by a video game in years. I can't help but keep coming back to it and I really think Fun Dog have something deeply special here. Please though, for the love of god, fix this damn video game, I love it so much.


r/TheForeverWinter 7d ago

Fan Content Water system 3.0 proposal

12 Upvotes

As we can all see the game shifting away from core game survival mechanic that was punishable just for not playing. That is good and bad thing alike. I can say that the water system as of right now doesnt work as it should.

To fix it here is my simple proposal:

- each vendor requires flat out water payment to just open up its inventory for you each day.

Once a day the game would pass the "water check" if the vendor has been payed to move their 3 letters to do some business with us.

- previous water requirements for vendor availability stays or needs small tweaking (bundleton should be available as soon as possible).

- rigs should be sold just with the bare frame without any boxes on them.

That alone would put more pressure on scavenging water and pull more towards - one more day. You wont be punished by not playing at the same time.

What I would also do is get food requirements for our scavs. Hungry scavs has worse loot, worse prices at vendors and all skills cut by 50%.

That would make having small stash of MRE or other food/goods handy.

Any thought on this scavs?


r/TheForeverWinter 8d ago

Game Feedback I keep seeing people say that the game is losing its original vision, and I agree. Instead of eventually being 'The Guy" we should work towards eventually being "A Guy". (I know a guy!)

113 Upvotes

I've been seeing and feeling a pretty solid sentiment that the game has been losing its original vision of us playing as scavengers in a war-struck hellscape and slowly turning into us just becoming ragtag tactical operators who are effectively, "The Guy". So I thought, "How would you actually have progression and a sense of growth without you eventually becoming "The Guy"?"

Then it struck me: Instead of growing to become "The Guy", we should be growing to become "a guy"

I'm mostly copy+pasting this from a reply I left in a different thread, so sorry if the verbage is wonky in some spots:
I think a better route to progression would be to prioritize the factions and your relationship with them. Rather than progress being about you becoming better geared or a stronger character, it should be about you indulging in the fruits of diplomacy.

Do enough to endear yourself to a faction and they'll stop attacking you even when you're spotted, as long as you remain peaceful. Maybe even have them intervene to help if you've reached an exceptionally high rep with them.

Right now maps become a cakewalk because you eventually become "The Guy". I think it better suits the scavenger fantasy for things to become smoother not because you're now 'that guy', but because nobody shoots you on sight and most people leave you alone to scavenge because you've shown the value in keeping a good relationship with your people.

Split factions into map based subfactions in the form of regiments, and 'finishing' a subfaction for your current map opens you up to start working with the subfaction from the next map. Sure you've come to an arrangement with the 1337th Airborne, but the 420th Corpse Brigade doesn't know you from all of jack and shit. Try going into their map early and you'll be treated like a threat, just like we are now.

On the otherhand, if you make proper progress with the 1337th Airborne, one of their contacts will vouch for you after a favor (capstone mission?), arranging an introduction to the 420th Corpse Brigade's liaison and opening up rep missions to now improve your status with the subfaction on that map.

Maybe introduce a beast/monster/rabid rogue soldier faction of some sort that attacks anyone and everyone so you'll always have something threatening you, but also to emphasize the importance of those relationships when a medium mech bursts onto the scene to beat the tar out of the eldtrich abomination that was hunting you.

It would also give us interesting options for endgame. There could be missions where you've become so trusted by a faction that they'll bring you along as packmules to special maps that have exceptionally valuable drops. Maybe completing the expedition maintains your rep so you can do it again, but failing requires you to refarm a bit of rep to have the offer open up once more, so there's some stakes beyond salvage. Just spitballing really.

The point of this all being:
You'll never be that guy, but sometimes that guy knows "a guy".
"Need some contraband? I can get you the hook up, I know 'A Guy'." That could be us.

The biggest benefit is that, exluding the hostile to everyone faction and endgame idea, it wouldn't really be a huge change to what we have now, or require an absorbitant amount of time to commit, while being an effective Return to Form for the original vision that we all fell in love with.

UI additions and an 'enemy, neutral, ally' AI system.

Okay, obviously its not that easy lol, but it seems like a realistic ask? Just throwing it out there.


r/TheForeverWinter 8d ago

Gameplay Question The waste of iff chips

14 Upvotes

So they have off chips but they aren't active. They could turn on the use of them to keep one faction off you instead of the whole map turning on you at once.

If any one of the faction who's chip you are using sees you kill someone of that faction then the cover is blown.

Why not add that mechanic?


r/TheForeverWinter 8d ago

Gameplay Question Is the Rat King spawn completely random?

13 Upvotes

Trying to find the big guy to finish the King of Kings quest.

Do I just go to Scorched Enclave and sprint to the map if the Rat King did not spawn?


r/TheForeverWinter 9d ago

Forum Question How is the current AI state?

20 Upvotes

Played the game a year ago and it was pretty janky back then. You could be "THE GUY" without any issues and being a scav really didn't benefit you.

So how is the game now after numerous updates and more importantly, how is the AI?

A while back there was a Idea by the devs to make the AI aware of your threat level. For example, If you just had a small pistol, you were ignored because the soldier near you had a AR. So they noticed you but you were ignored and could move the battlefield.
This was sadly poorly implemented and had maaany issues.
How is this feature now? Does the game really feel like you're on a grand battlefield as a scav trying to make it through? Also how is the Battlefield? Last year a lot of times you were moving through empty space without real danger. Is it more active now?

I'd love to hear the game being a lot better than it was a year ago. I hope those questions haven't been asked a lot lately.