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Changelog 1.08

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Jun 13th, 2025
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  1. Version 1.08.00
  2. - ADDED: Side Missions: Optional tasks issued mid-mission that allows for extra progress points. Tasks based on pre-spawned ambient enemy assets nearby. Wide variety of task types. Side missions triggered randomly by being behind enemy lines, collecting intel suitcases or event/mission related trigger.
  3. - ADDED: Advanced Parameters: New button on the Mission Settings window introducing a longer list of detailed mission parameters.
  4. - ADDED: New Mission version: WW2 setting in Normandy terrain SH/ND (Spearhead 1944 CDLC dependency)
  5. - ADDED: New Mission version: WW2 setting in Mortain terrain SH/MT (Spearhead 1944 CDLC dependency)
  6. - ADDED: New Enemy faction: Wehrmacht, for SH/ND and SH/MT
  7. - ADDED: New Player faction: 82nd Airborne Division, for SH/ND and SH/MT
  8. - ADDED: New Mission version: Sefrou Ramal terrain NA/SR (Western Sahara CDLC dependency)
  9. - ADDED: New Enemy faction: SFIA Loyalists, for NA/SR, NA/AZ and NA/KJ
  10. - ADDED: New Player faction: CTRG Group 14 (Desert), for NA/SR, NA/AZ and NA/KJ
  11. - ADDED: New Mission version: Sefrou Ramal terrain with US factions US/SR (Western Sahara CDLC dependency)
  12. - ADDED: New Mission version: Sefrou Ramal terrain with RU factions RU/SR (Western Sahara CDLC dependency)
  13. - ADDED: New Mission version: Malden terrain with US factions US/MD
  14. - ADDED: New Mission version: Malden terrain with Russian factions RU/MD
  15. - ADDED: New Mission version: Šumava terrain with US factions US/SV
  16. - ADDED: New Mission version: Šumava terrain with Russian factions RU/SV
  17. - ADDED: New Mission version: Rosche terrain with US factions US/RC
  18. - ADDED: New Mission version: Rosche terrain with Russian factions RU/RC
  19. - ADDED: New Mission version: Anizay terrain with vanilla factions NA/AZ
  20. - ADDED: New Mission version: Anizay terrain with US factions US/AZ
  21. - ADDED: New Mission version: Anizay terrain with Russian factions RU/AZ
  22. - ADDED: New Mission version: Kujari terrain with vanilla factions NA/KJ
  23. - ADDED: New Mission version: Kujari terrain with US factions US/KJ
  24. - ADDED: New Mission version: Kujari terrain with Russian factions RU/KJ
  25. - ADDED: New Enemy faction: African Rebels, for US/AZ, RU/AZ, US/KJ and RU/KJ
  26. - ADDED: New Player faction: ION PMC + Tura, for NA/SR, NA/AZ and NA/KJ (Western Sahara CDLC dependency)
  27. - ADDED: New Player faction: ION PMC + FIA, for NA/AL and NA/MD (Western Sahara CDLC dependency)
  28. - ADDED: New Player faction: ION PMC, for NA/TN and NT/LV (Western Sahara CDLC dependency)
  29. - ADDED: New Player faction: MJTF Combat Divers, for NT/AL, NT/MD, NT/TN (Expeditionary Forces CDLC dependency)
  30. - ADDED: New Player faction: MJTF Force Recon, for NT/AL, NT/MD, NT/TN, NT/LV, NA/AZ and NA/KJ (Expeditionary Forces CDLC dependency)
  31. - ADDED: New Player faction: MJTF Force Recon (Desert), for NT/AL, NT/MD, NT/SR, NA/AZ and NA/KJ (Expeditionary Forces CDLC dependency)
  32. - ADDED: US and RU versions: Player factions have multiple uniform styles to choose from
  33. - ADDED: US versions: Delta Force, featuring Army weapons, helicopters etc.
  34. - ADDED: US versions: M68 CCO option for rifles
  35. - ADDED: DLC/Mod compatibility check window. Mission starts with DLC/Mod compatibility check. Activates additional mission content depending on loaded DLCs/Mods. Server defines activated content for all players in multiplayer environment.
  36. - ADDED: DLC compatibility check: Reaction Forces. Having the CDLC loaded adds units and weapons for player and enemy factions + other CDLC content. Additions mostly for NATO mission versions.
  37. - ADDED: DLC compatibility check: Western Sahara. Having the CDLC loaded adds units and weapons for player and enemy factions + other CDLC content. Also adds new ION PMC player factions. Additions mostly for NATO mission versions.
  38. - ADDED: DLC compatibility check: Expeditionary Forces. Adds new MJTF player factions. Additions for NATO mission versions.
  39. - ADDED: DLC compatibility check: Laws of War DLC ownership. Adds DLC vehicles to Squad Vehicle selection pool. Additions for NATO mission versions.
  40. - ADDED: New insertion method: HALO. Dropped from high altitude. Heavy gear dropped as a separate cargo drop. Faction specific probability to be available for mission. Currently used in NATO, US and RU versions.
  41. - ADDED: New insertion method: Static Line Parachute. Dropped from lower altitude with parachute open. Heavy gear dropped as a separate cargo drop. Faction specific probability to be available for mission. Currently used in Spearhead versions.
  42. - ADDED: New insertion method: Squad Vehicles. Disabled if Bravo squad active and lead by AI, not Bravo AI supported. Your squad is issued with fast tactical ground vehicles for free use on mission. You need to return them back to friendly territory intact to avoid penalty points.
  43. - ADDED: Helicopters with seat capacity able to deliver Supply Drops in the field. Can be called in from Fire Support Menu.
  44. - ADDED: Bunkers, watchtowers and elevated building positions can be occupied by enemy sentries, both in the mission target area and ambient enemy locations
  45. - ADDED: Ambient enemies: Possibility for camps, outposts and manned buildings to randomly hold a prisoner that creates a side mission if freed
  46. - ADDED: Ambient enemies: Possibility for camps, outposts, location garrisons and manned buildings to randomly hold an enemy commanding officer or wanted collaborating civilian that creates a side mission if eliminated and his corpse is examined, or the person is arrested
  47. - ADDED: Enemy generals and collaborators may be either armed or unarmed. Armed subjects have the ability to sometimes throw their weapon away and surrender when intimidated.
  48. - ADDED: Ambient enemy artillery occasionally fires some rounds at player side territory
  49. - ADDED: Defend Mission Type: Possible counter-strike secondary mission if enemy decides to pull back and retreat to a nearby captured city
  50. - ADDED: Urban Assault and Defend mission types: Chance for civilians having been evacuated from the AO. Notification about civilian situation included in the briefing.
  51. - ADDED: Possibility for an evacuation transportation if the Alpha operator squad has an escorted freed prisoner or arrested subject. Extraction vehicle (Helicopter or ground escort) can be called in to load the escorted peron onboard, as a means to continue the mission.
  52. - ADDED: Alpha operator squad can manually signal the extraction and evacuation transport to move out/lift off with action and radio menu action. This allows extraction when the transport can't hold the whole squad, and evacuating only the escorted personnel.
  53. - ADDED: Enemies that can be arrested will surrender by shouting a line in a faction specific language. 12 different languages available.
  54. - ADDED: AI group members can be reset as a fix to stuck units etc. The unit will be deleted and a new unit with identical stats and gear will spawn. Group leaders can access the reset command via the unit's command menu -> 6. Platoon Commander can also reset the whole Bravo squad via Squad commands menu.
  55. - ADDED: Heavy variant of enemy guard emplacements that spawn only in open flat positions. Emplacement compositions and spawn frequency depend on used enemy faction.
  56. - ADDED: Heavy static gun selections added to all enemy factions. Heavy static guns are used by the added Heavy variant of guard emplacements.
  57. - ADDED: Enemy light and heavy class guardposts spawn for a bigger variety of ambient enemy spawn points
  58. - ADDED: Enemy groups or the entire remaining garrison able to retreat from the AO to a distant safe position after sustaining heavy casualties
  59. - ADDED: Multiplayer: Mission settings window showing also for the subordinates but with disabled controls
  60. - ADDED: Window showing activated mods (and missing mods in multiplayer) first when mission started
  61. - ADDED: Mission Plan Menu: Icons on the primary and speciality gear drop down menu entries portraying the corresponding gear
  62. - ADDED: Mission Plan Menu: Buttons for font size adjustment
  63. - ADDED: Option to let Airstrike planes acquire vehicle and/or infantry targets autonomously within the target area, resulting in more effective strikes
  64. - ADDED: Strategic importance level for all terrain locations. Used for enemy forces scaling for missions
  65. - ADDED: A new enemy group type: Command group. A small group of officers that typically spawn for a more passive role. Most often appears near an intel suitcase.
  66. - ADDED: Additional prominent locations (Airfield, forts, factories etc.) in various terrains for mission to utilize
  67. - ADDED: A signal smoke/flare/IR Strobe goes off at the LZ when extracting by a helicopter
  68. - ADDED: Urban Assault mission type: Beachhead variation where your task is to capture a coastal enemy location
  69. - ADDED: Ambient helicopter flyby events also in NA, US and RU mission versions, but rarer and only around the base
  70. - ADDED: Ambient helicopter landings at base in NA, US, RU and VN mission versions
  71. - ADDED: Few previously unused civilian vehicles
  72. - ADDED: ACE compatibility: Rations
  73. - ADDED: AAF and CSAT factions: Static Titan AA launchers
  74. - ADDED: New higher Goal Progression Point options on the Mission Settings window
  75. - ADDED: Various other minor additions
  76. - CHANGED: Friendly helicopter door gunners are now able to fire at spotted enemies during insertion, extraction and CAS
  77. - CHANGED: Friendly combat helicopters ignore enemies outside the designated CAS area
  78. - CHANGED: Improved the helicopter support UI and helicopter reaction to cancelling support
  79. - CHANGED: Airstrikes tied to a finite amount of planes available for missions instead of each strike spawning a plane. Available planes required to perform airstrikes. Planes performing an airstrike become available again after having exited the AO alive.
  80. - CHANGED: Airstrikes a bit more probable to be available in missions of any scale
  81. - CHANGED: Airstrike planes come in quicker
  82. - CHANGED: Toned down airstrike dispersion now that planes can find and acquire enemy targets
  83. - CHANGED: MP: Campaign gets failed when the entire Alpha group get wiped out. If only AIs left, wait for players to join Alpha, instead of failing the campaign.
  84. - CHANGED: Improved the ambient enemy spawning algortihm to prevent spawning excess amount of reinforcments infantry groups, improving performance
  85. - CHANGED: Enemy hotspots markers provides information in a little more varied and realistic way
  86. - CHANGED: Ambient enemy patrols and guardposts concentrated more along the borderline and shorelines and less deeper in enemy territory
  87. - CHANGED: Ambient enemies and civilians will temporarily spawn where artillery fire missions and airstrikes are requested, making effective call-ins beyond the standard spawn distance possible.
  88. - CHANGED: Ambient car and truck patrols can sometimes patrol random enterable structures and distant offroad positions in the open
  89. - CHANGED: Tanoa Terrain: Main base is moved to Aeroport de Tanoa on the main island.
  90. - CHANGED: Mission Plan Menu: Helicopter status section on the upper right corner replaced with a more informative clickable Standard Support list
  91. - CHANGED: Mission Plan Menu: Larger drop down operator gear menus to accommodate the added gear icons
  92. - CHANGED: Ground Insertion and Extraction escort point can be set on open ground, as long as a path can be found
  93. - CHANGED: Available support has a greater effect on enemy strength at the AO
  94. - CHANGED: RU versions: VDV desert uniforms are revised
  95. - CHANGED: RU versions, CUP assets: Updated class libraries to use the new modern russian vehicles models
  96. - CHANGED: Cam Lao Nam terrain: Refined valid sectors, playable areas and locations and their sizes
  97. - CHANGED: Revive instant death chance option moved to the Advanced Parameters menu
  98. - CHANGED: Building Raid mission type: Armed enemy collaborators may throw away his weapon and surrender. Eliminate armed suspect task changed to arrest task with the prospect of enemy surrendering.
  99. - CHANGED: Patrol mission Type: Patrol areas reduced to a more reasonable size
  100. - CHANGED: Depot mission Type: Reduced base and depot sizes
  101. - CHANGED: Civilians that are killed by the enemy won't be penalized
  102. - CHANGED: Enemies use operators' last known position instead of actual position when engaging and chasing
  103. - CHANGED: NATO versions: Removed Prowler as an AI driven ground escort vehicle as they easily got stuck and wouldn't move
  104. - CHANGED: AAF Faction: Removed most FIA style uniforms to recognize enemies better when playing with ION PMC + FIA
  105. - CHANGED: Land extraction transports players to a valid extraction sector defined in the new Advanced Parameters
  106. - CHANGED: Urban Assault mission type: Enemy Forces scale better in acoordance to location strategic importance
  107. - CHANGED: Defend mission type: Enemy Forces scale better in acoordance to location strategic importance
  108. - CHANGED: Ambient enemies: Increased the possibility of car/smaller unarmed vehicle patrols
  109. - CHANGED: Enemy vehicles avoid crossing player side territory
  110. - CHANGED: Sustained operation hideout position finder algorithm reworked
  111. - CHANGED: Ambient enemies are a bit less evenly spread across the enemy territory
  112. - CHANGED: Ambient enemies populate locations classed as fortified better
  113. - CHANGED: Some helicopters are available more often regardless of mission version, if mission type allows
  114. - CHANGED: Helicopters move in a straighter line between waypoints
  115. - CHANGED: Alpha Squad going for SusOp and Bravo returning to base will lead to Bravo not participating in SusOp mission
  116. - CHANGED: Alpha Squad going for SusOp and Bravo returning to base won't result in not extracting all operators and receiving penalty points
  117. - CHANGED: Sped up debriefing score animation a bit
  118. - CHANGED: Revive: Freed prisoners and other player escorted persons will always get insta-killed from enemy caused lethal damage
  119. - CHANGED: Rephrased many of the mission briefings
  120. - CHANGED: Enemy tank crews use veteran-type uniforms
  121. - CHANGED: Animated sector seize amount in respect to goal progress points
  122. - CHANGED: Slighty improved smoke plume effects for destroyed locations
  123. - CHANGED: Various other minor tweaks, changes and improvements
  124. - FIXED: Few ground escort vehicle seat count values were incorrect. Mission now autochecks and defines seat counts
  125. - FIXED: holdActions don't persist for players that JIP
  126. - FIXED: Player that JIPs takes the first operator available from A1 to B6 as intended, instead of a random one
  127. - FIXED: Patrol mission type: enemy mission related camp and depot positions not bulldozed from terrain objects when loading a savestate
  128. - FIXED: Patrol mission type: Camps and outposts spawning too near to each other
  129. - FIXED: Camp Raid mission type: Enemy group sometimes spawning in the bottom left corner of the map instead of the camp area
  130. - FIXED: Many undesirable terrain building objects that were used as a enemy manned buildings
  131. - FIXED: Bridge segments were considered as valid vehicle spawn points and destinations, leading to multiple problems
  132. - FIXED: VN versions: Enemy vz.54 sniper had incorrect ammunition
  133. - FIXED: VN versions: M1 shorty had incorrect ammunition
  134. - FIXED: US versions with RHS: Wrong tracer magazine for Mk11
  135. - FIXED: US versions with RHS: Mortar and Paladin artillery replaced with CUP mortar and howitzer to make the artillery fire more reliably
  136. - FIXED: RHS faction libraries had BTR80 classnames accidentally replaced by UAZ ones
  137. - FIXED: City damage auras did not persist when loading a savestate
  138. - FIXED: Civilian subjects collaborating with the enemy had enemy faction face and voice instead of civilian faction ones
  139. - FIXED: In situations where the leader is either AI or unconscious player, AI operators with reviving capability stops from automatically reviving after the first successful revive
  140. - FIXED: AI Revive and uncoscious state issues when player group leader disconnects
  141. - FIXED: Enemy armed vehicles could not do engage maneuvers against player as intended
  142. - FIXED: Fine-tuned airstrike parameters of various strike types in all mission versions for better accuracy
  143. - FIXED: Disabled Lambs Danger (if loaded) for certain squads for more reliabile behaviour
  144. - FIXED: Enemy car drivers were using a wrong weapons class
  145. - FIXED: Valid sectors in Malden terrain
  146. - FIXED: Escort mission type: Escorted personnel won't move to their intended positions after reaching the destination
  147. - FIXED: Prisoners and arrested subjects sometimes not joining player squad on the client side
  148. - FIXED: Extraction helicopter sometimes stops and hovers in place indefinitely if extraction cancelled, instead of RTB
  149. - FIXED: Vehicles spawning in a parking place sometimes collide with each other and blow up
  150. - FIXED: Showcase units not in their intended positions under certain conditions
  151. - FIXED: Showcase operators of the player faction had weapons not raised on the mission settings screen
  152. - FIXED: Friendly salvo-type artillery had incorrect max shell limit
  153. - FIXED: Enemy guard emplacements generation deadzone for main mission targets. Now emplacements are spawned also closer to the center as intended.
  154. - FIXED: Civilian despawning sometimes failing, leaving static civilians beyond despawn radius
  155. - FIXED: Civilian boat spawn radius was using the wrong distance variable
  156. - FIXED: Loading a sustained operation mission sometimes had helicopters that were destroyed in the previous mission registered as being alive
  157. - FIXED: Enemy pilots spawning without pilot helmet
  158. - FIXED: Building Raid mission type: Removed few structure types as valid enterable buildings
  159. - FIXED: Ambush mission type: Convoy reported wiped out while some personnel still alive
  160. - FIXED: Ground Forces total losses were not saved in savestate memory
  161. - FIXED: KIA Gallery didn't show operator call signs
  162. - FIXED: Various other minor fixes and optimizations
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