
From my battle to our war, MMORPG MIR4
Greetings, This is MIR4.
On October 28th, the Unreal Engine version 4.27 update has taken place.
Through this notice, we shall guide you on how you can fix the issue that occurs due to the Unreal Engine Update.
1. Issue where the Unreal Engine crashes occurs upon running the PC version of the game.
- If you are experiencing the issue where the Unreal Engine crashes occurs upon running the PC version of the game, please check the instructions below to fix the issue.
① Update Windows
② Update Graphic Drive
③ Check to see if the Unreal Engine Program is installed
④ Update the Visual C++ redistributable package
Please try connecting to the game after updating Windows and the graphics driver, and then go to the Installation Guide notice link and update the Unreal Engine and the Visual C++ redistributable package.
* The link to the Visual C++ redistributable package installation has been changed. Please proceed with the update with the new link.
2. Issue where the update will not proceed, or the game will close upon connecting to the game on the AOS version.
- This issue occurs when the Android OS is version 10 or lower. After updating the OS, you can access the game as usual.
We sincerely apologize for the inconvenience. We will continue to do our best to provide a stable service to Dragonians.
Thank you.
Dear Players,
Since the Early Access launch of The Front, we want to sincerely thank you for two years of support, companionship, and invaluable feedback. It’s because of your courage, exploration, and battles alongside us that we’ve been able to refine and improve the game, leading to this important milestone.
We are thrilled to announce that The Front will officially leave Early Access this week and step into its 1.0 Official Release!
Version 1.0 represents a comprehensive upgrade to both game content and mechanics. Listening to the community’s calls for deeper PvE content, vehicle customization, and survival experience, we are introducing highly anticipated Horde Missions, special vehicle weapons, and more. Prepare yourselves, rebels, for a more challenging and creative battlefield in this post-apocalyptic world!
We plan to perform version update and maintenance during the following period, during which the servers will be temporarily offline:
Maintenance Time: UTC, October 30, 2025, 07:00 – 09:00
Version: V1.5.0 (1.0 Official Release)
If maintenance cannot be completed within the scheduled time, the server opening will be postponed. We apologize for any inconvenience this may cause and sincerely thank you for your support and understanding.
1. Added Horde Dungeon Teleporters to the central areas of Black Sun Obelisk–War and Black Sun Obelisk–Eternity. Players can enter these teleporters to challenge horde dungeons and obtain vehicle assembly parts and abundant resources.
2. Added the new quest “Zombie Horde Incoming.”
3. Added new vehicle attachments (usable for resource gathering): Lumber Saw, Ore Shovel, and Harvester.
4. Added new vehicle weapons (usable for combat): Flamethrower, Toxic Sprayer, Electro Gun, and “Hunter” Anti-Air Missile.
5. Added new vehicle components (for melee damage): Wheel Spikes and Wheel Blades.
6. Added new vehicle expansion components: Fuel Tank and Storage Box.
7. Added new NPC defensive structures in the open-world areas. Players can attack these structures to loot resources, with rewards periodically refreshed and reset.
8. Added new DLC recipes that unlock vehicle paint cans, allowing players to customize the colors and patterns of vehicle components.
9. Added 10 new DLCs, each containing armor skins, weapon skins, and vehicle paint can recipes.
1. Enabled the ability to recycle placed workbenches.
2. When crafting at workbenches, players can use items from the workbench inventory, character inventory, and storage boxes within the beacon’s range.
3. When repairing items in the inventory, players can use materials from storage boxes within the territory’s range.
4. When placing storage boxes, players can right-click to select the type of items the box will store.
5. Monster siege rewards now include high-quality blueprints for trap buildings.
6. Optimized the aiming function of assembled vehicles: the aiming position now automatically adjusts based on the placement of weapon components.
7. Updated the vehicle repair platform: once powered, vehicles can be repaired normally, and Aether Shards can be used to accelerate the repair process.
8. When a vehicle’s current weight exceeds its load capacity, the weight value will be displayed in yellow, and the vehicle’s speed will decrease while fuel consumption increases.
9. The Welder can repair assembled vehicles, restoring up to 30% of the vehicle’s maximum durability.
10. Added stronghold reward previews to the stronghold icons on the world map.
11. Optimized monster portrait displays, differentiating normal monsters, elites, and BOSSes with distinct portrait frames.
12. Reduced the damage explosives deal to assembled vehicle hulls.
Standard Mode: Fixed an issue where vehicle-mounted weapons would explode when firing if blocked by the vehicle body.
Adventure Mode: Fixed an issue where the Research Lab basement would become flooded.
The launch of the 1.0 Official Release marks a brand-new beginning for The Front. Moving forward, Samar Studio will continue to dedicate effort to updating and refining the game based on the official release framework, delivering a richer and deeper survival experience. We value every player’s voice and welcome your feedback and suggestions through official channels.
Let’s continue to build this challenging post-apocalyptic world—together!
Addressed the recent Unity security vulnerability.
Demo 1.8
-dummy can only be killed when rank is B or higher
-tweaked Break rotating sprite
-added collision bars for flying mech boss arena in the castle area
-added a leash system that dont allow enemies to exit their proper area
-tweaked bettleboss behaviour
-tweaked lighting in battle boss arena
-press up or down twice quickly to look up or down instead of keeping it pressed
-fixed breakble floor being destroyed by upwards attacks
-upwards attacks are now centralized
-removed looking up or down for now, to avoid bugs
-player uncroutch as soon as the crouch button is released
-reduced crouch bias
-added destructible auto tiles
-centralized a file to control level loading and spawn location
-decreased grappling hook range by 25%
-update to sandtile set
-swin attack no longer deals damage
-addec oral tileset
-while wearing metal boots underwater, player can use regular attacks
-decrease under water gravity by 50% and increase jump height by 20%
-increased currency collection area
-redone water caustic effect
-adding underwater effects such as bubbles and a undersea surface shader
-added coral reef
-iria can hold her breath underwater thrice as long
-tweaked pogo jump physics
-fixed player being able to attack while swiming
-added analog support to swimming controls
-tweak jump related animation transitions
-tweaked Iria iframes blink
-tweaked roll mechanic
-added breakable chandelier
-added breakble statue
-fixed crouch after a slide that bumps on the ceiling
-pogo jumps always generate jumps
-fixed crash from landing from high heights
-fixed one way tileset physics
-rolls can be canceled with punches instead of jumps
-pressing up while crouching also makes iria stand up
-added cathedral area
-added cathedral tilesets
-reduced currency drop rate from environment destructible objects
-enemies can affect their environment upon death
-fixed ghost light sources
-streamlining some inventory related code
-optmized invetory system UI
-level data compilation algorithim is now recursive
-added a list of all loaded maps in map manager system and a color picker
-magic spells can be equipped in the inventory
-fixed enemies dropping the wrong amount of currency
-rankcounter gives more mana
-fix to BBreak effect
-new dark elemental enemy
-standardized noise textures
-slide scan be canceled by releasing slide buttom
-tweaked how post slide speed limit physic work
-player will walk to a proper spot before talking to a NPC
-general improvements to dialogue systems
-added salesman NPC
-fixed landmines giving insane ammounts of currency
-fixed pickable sign not spawming
-increased size of pick up trigger of itens
-made uppercut behaviour more consistent
-tweaked healing animation
-fixed rhyno bettle broken leg animation
-added apple item
-fixed broken loot system
-healing magic cures 50% more
-added mana potion itens
-fixed a crash that happened when trying to combine non consumable itens
-added couple of high rest fonts, Constant and Alice in Wonderland
-fixed bug in mech boss, beetle boss and slug boss knockback animation
-tweaked xp calculation
-added hurtboxes to a most enemies
-added dmg to bottomless pits
-reduced attack range of 3 hit combos by half
-break frame frame time increased by 5 frames
-attack animation is 70% faster
-tweaked camera offset
-upward momentum is canceled when jump button is released
-airhold tolerance was decreased to 0
-tweaked appearance of dialog box
-tweak to jump and gravity parameters
-reworked dialogue system to be less bloated and more consistent
-added anti nan fail safe to enemies as well
-redone chest sprite
-enemy variants can have varying amount of HP
-using direct drawn textures for custom mipmaps
-fixed dragon radar not working during barrel rolls
-fixed inventory not resetting in a new game
-changes to air stop and magnetism code
-luck and rank influence on enemy drop rate
-added soft body physics
-added fabrik ik backend
-fixed some typos in jp
-air launch was replaced by a stomp and a heavy attack
-3 hit combo is now a 2 hit combo
-spin attack was moved to up + jump, as stomp uses down + attack
-button remapping interface revamped
-tweak to sunny day fog
-now button remapping options are saved
-simplified knockbackcode
-fixed over aggressive magnetism when switching directions
-magnetism depends one enemy hitbox size
-tweak to magic meter UI
-tweak to stagger meter UI
-tweak to hitstop and break animation parameters
-attack parry deals less damage but increase stagger meter faster
-stagger meters go down over time
-attack animation is canceled when player lands on the ground
-tweaks to some enemies attack hitboxes
-tweak to collision to moving platforms
-proper timing can cause crit damage on attacks
-fixed crash related to menu inputs
-fixed oil particle lighting up areas when not on fire
-stun meter decreases when a enemy is stunned
Demo 1.8.1
-hit modulate effect been replaced by a shader that emulates palette cycling
-redone mantis sprite
-tweaked some lighting parameters
