Inspect the local models used by the battlefield, operators and motor pool. Previewing does not equip an item.
Select a model to inspect.
Existing runtime controls · changes retain their original save behavior.
Auto keeps the existing adaptive quality behavior. Performance starts the next battle at existing tier 4 or a safer device tier and caps vertical render resolution at 600 pixels. Adaptation still runs; touch/software safety limits remain unchanged.
Resolution ceilings apply live when the battle renderer exists, otherwise on the next battle. They never exceed the native/device limit; adaptive quality may lower resolution further. Performance uses the lower of 600 pixels and your selected ceiling.
Applies live to all existing battle audio, including reverb. Audio starts on deployment; 100% preserves the original mix. This audio graph has no separate music, effects or voice gain buses.
ADS behavior changes how the touch aim button works. During battle, EDIT HUD opens the existing layout editor to move and resize touch controls.
Selected battlefield and friendly force context · read-only, not a spawn picker.
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Blue HQ: your side · red HQ: opposing side · amber: planned objectives. North is up. Terrain and objective parcels are source-derived; settlement extents are schematic.
Choose a battlefield, mode and side. Outfit your operator in Operator and your weapons in Arsenal; host or join a war in Multiplayer.
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Identity, wardrobe, protection and deployment role in one place. What you wear shows on the preview; cosmetics never add protection.
Bonus tiers are owned stat upgrades: max HP, handling and regeneration. Direct-hit protection comes only from the protective gear above.
Weapons and stash in one screen. Pick a platform, inspect compatible mods and camo, and check cost and ownership before buying.
Looted weapons, gear and valuables. Select an item to inspect it, then equip or sell it from the inspector; watch your stash capacity.
Join a live war or host your own. Battlefield and side are chosen in Battle; this screen shows rooms, your connection and side counts.
Public rooms appear in the browser for other players. Private rooms stay host-only until invitations are available.
Each room is a persistent, always-running war. Join one, pick your side in Battle, check the muster here, then hit DEPLOY. Up to 100 humans per side; AI fills the rest to keep the front balanced and is thinned out as real players join. The front line, score and campaign clock are saved to the server, so the war resumes where it left off. Hosts choose a 7, 3 or 1-day war; when it ends, whoever holds more ground wins and a fresh campaign begins. Wars with under 5 days left are closed to new recruits; soldiers already enlisted in that war can still drop in.