Update 1.32.1: Sea of Bugs
MAR 28 2026
Hello all,
In this update we add the German FG 42 automatic rifle as a regular loadout weapon and fix a sea of bugs in GunColony! Wait, that was a weird phrase, bugs don’t live in the sea, i wonder what lives there instead.
NEW WEAPON: FG 42
The FG 42 is a new automatic rifle in the LMG category, firing the 7.92x57mm caliber. It combines high firepower and fire rate with an accurate semi-auto firing mode. With the semi-auto bonus multipliers, it can defeat enemy players in a single headshot. It is a very powerful weapon that is versatile at different combat ranges, but in return it is quite expensive in terms of Supply cost.
It also has above-average jumping accuracy due to YEET cannon logic (TM).

The FG 42 has two unique modifications:
- ZFG-42 4x scope
- A unique variant of Special Fast Bolt that increases the weapon’s fire rate from 750 RPM to 900 RPM, representing early production FG 42’s
- It has different stats compared to Special Fast Bolt available for the MG3
OTHER CHANGES
- Added a new ZF-4 scope modification for the STG-44, which is statistically identical to ZFG-42 for the FG-42
BUG FIXES
- Fixed a long-standing bug where when swapping to a new item, if the item has zero swap time, the action bar name of the item does not show up immediately and only after a delay
- This previously mainly affected lobby items like the “Join A Game” sword, as well as the Equipment Tablet. They should now display their action bar name immediately.
- Fixed a long-standing bug where if one switches away from a weapon with Strike Pads modification (which adds off-center hipfire recoil) while actively firing it in hipfire, the next weapon’s hipfire will be offset in the opposite direction of the first weapon’s recoil until one aims down sights
- Fixed a bug where when the new Reliable Full-Auto mode is enabled, the scheduler for repeat firing was run at 60 Hz instead of 120 Hz, leading to the first few shots in a burst to be noticeably slower than before with certain weapons, even though the long-run rate of fire was identical
- No, the players who reported this did not just imagine it.
- The players who measured the time it took to empty the magazine got it right too.
- The actual effect of the bug turned out to be quite subtle and only produced <=8.33ms timing difference on the first few shots of the magazine.
- Fixed a bug where items bought in the Shop in Mine-Spades had doubled ammo
- This resulted in the Golden Gun item being too strong in Mine-Spades due to adding an unintentional bullet in reserve
- Weapons equipped in your loadout will continue to have double ammo in Mine-Spades as intended
TECHNICAL CHANGES
- Added a new system that allows deploying the resource pack from the staff-accessible Git host to GunColony in one click
- This allows future resource pack updates to be made extremely easily
- You may have noticed the resource pack being updated in-game for testing reasons. Nothing was added to the pack in this update yet
- Updated internals of PlaceSdk to no longer depend on a weird method prioritization quirk in Kotlin context receivers that will be removed in Kotlin 2.3.20




