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- Version 1.08.00
- - 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.
- - ADDED: Advanced Parameters: New button on the Mission Settings window introducing a longer list of detailed mission parameters.
- - ADDED: New Mission version: WW2 setting in Normandy terrain SH/ND (Spearhead 1944 CDLC dependency)
- - ADDED: New Mission version: WW2 setting in Mortain terrain SH/MT (Spearhead 1944 CDLC dependency)
- - ADDED: New Enemy faction: Wehrmacht, for SH/ND and SH/MT
- - ADDED: New Player faction: 82nd Airborne Division, for SH/ND and SH/MT
- - ADDED: New Mission version: Sefrou Ramal terrain NA/SR (Western Sahara CDLC dependency)
- - ADDED: New Enemy faction: SFIA Loyalists, for NA/SR, NA/AZ and NA/KJ
- - ADDED: New Player faction: CTRG Group 14 (Desert), for NA/SR, NA/AZ and NA/KJ
- - ADDED: New Mission version: Sefrou Ramal terrain with US factions US/SR (Western Sahara CDLC dependency)
- - ADDED: New Mission version: Sefrou Ramal terrain with RU factions RU/SR (Western Sahara CDLC dependency)
- - ADDED: New Mission version: Malden terrain with US factions US/MD
- - ADDED: New Mission version: Malden terrain with Russian factions RU/MD
- - ADDED: New Mission version: Šumava terrain with US factions US/SV
- - ADDED: New Mission version: Šumava terrain with Russian factions RU/SV
- - ADDED: New Mission version: Rosche terrain with US factions US/RC
- - ADDED: New Mission version: Rosche terrain with Russian factions RU/RC
- - ADDED: New Mission version: Anizay terrain with vanilla factions NA/AZ
- - ADDED: New Mission version: Anizay terrain with US factions US/AZ
- - ADDED: New Mission version: Anizay terrain with Russian factions RU/AZ
- - ADDED: New Mission version: Kujari terrain with vanilla factions NA/KJ
- - ADDED: New Mission version: Kujari terrain with US factions US/KJ
- - ADDED: New Mission version: Kujari terrain with Russian factions RU/KJ
- - ADDED: New Enemy faction: African Rebels, for US/AZ, RU/AZ, US/KJ and RU/KJ
- - ADDED: New Player faction: ION PMC + Tura, for NA/SR, NA/AZ and NA/KJ (Western Sahara CDLC dependency)
- - ADDED: New Player faction: ION PMC + FIA, for NA/AL and NA/MD (Western Sahara CDLC dependency)
- - ADDED: New Player faction: ION PMC, for NA/TN and NT/LV (Western Sahara CDLC dependency)
- - ADDED: New Player faction: MJTF Combat Divers, for NT/AL, NT/MD, NT/TN (Expeditionary Forces CDLC dependency)
- - 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)
- - ADDED: New Player faction: MJTF Force Recon (Desert), for NT/AL, NT/MD, NT/SR, NA/AZ and NA/KJ (Expeditionary Forces CDLC dependency)
- - ADDED: US and RU versions: Player factions have multiple uniform styles to choose from
- - ADDED: US versions: Delta Force, featuring Army weapons, helicopters etc.
- - ADDED: US versions: M68 CCO option for rifles
- - 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.
- - 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.
- - 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.
- - ADDED: DLC compatibility check: Expeditionary Forces. Adds new MJTF player factions. Additions for NATO mission versions.
- - ADDED: DLC compatibility check: Laws of War DLC ownership. Adds DLC vehicles to Squad Vehicle selection pool. Additions for NATO mission versions.
- - 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.
- - 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.
- - 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.
- - ADDED: Helicopters with seat capacity able to deliver Supply Drops in the field. Can be called in from Fire Support Menu.
- - ADDED: Bunkers, watchtowers and elevated building positions can be occupied by enemy sentries, both in the mission target area and ambient enemy locations
- - ADDED: Ambient enemies: Possibility for camps, outposts and manned buildings to randomly hold a prisoner that creates a side mission if freed
- - 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
- - 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.
- - ADDED: Ambient enemy artillery occasionally fires some rounds at player side territory
- - ADDED: Defend Mission Type: Possible counter-strike secondary mission if enemy decides to pull back and retreat to a nearby captured city
- - ADDED: Urban Assault and Defend mission types: Chance for civilians having been evacuated from the AO. Notification about civilian situation included in the briefing.
- - 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.
- - 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.
- - ADDED: Enemies that can be arrested will surrender by shouting a line in a faction specific language. 12 different languages available.
- - 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.
- - ADDED: Heavy variant of enemy guard emplacements that spawn only in open flat positions. Emplacement compositions and spawn frequency depend on used enemy faction.
- - ADDED: Heavy static gun selections added to all enemy factions. Heavy static guns are used by the added Heavy variant of guard emplacements.
- - ADDED: Enemy light and heavy class guardposts spawn for a bigger variety of ambient enemy spawn points
- - ADDED: Enemy groups or the entire remaining garrison able to retreat from the AO to a distant safe position after sustaining heavy casualties
- - ADDED: Multiplayer: Mission settings window showing also for the subordinates but with disabled controls
- - ADDED: Window showing activated mods (and missing mods in multiplayer) first when mission started
- - ADDED: Mission Plan Menu: Icons on the primary and speciality gear drop down menu entries portraying the corresponding gear
- - ADDED: Mission Plan Menu: Buttons for font size adjustment
- - ADDED: Option to let Airstrike planes acquire vehicle and/or infantry targets autonomously within the target area, resulting in more effective strikes
- - ADDED: Strategic importance level for all terrain locations. Used for enemy forces scaling for missions
- - 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.
- - ADDED: Additional prominent locations (Airfield, forts, factories etc.) in various terrains for mission to utilize
- - ADDED: A signal smoke/flare/IR Strobe goes off at the LZ when extracting by a helicopter
- - ADDED: Urban Assault mission type: Beachhead variation where your task is to capture a coastal enemy location
- - ADDED: Ambient helicopter flyby events also in NA, US and RU mission versions, but rarer and only around the base
- - ADDED: Ambient helicopter landings at base in NA, US, RU and VN mission versions
- - ADDED: Few previously unused civilian vehicles
- - ADDED: ACE compatibility: Rations
- - ADDED: AAF and CSAT factions: Static Titan AA launchers
- - ADDED: New higher Goal Progression Point options on the Mission Settings window
- - ADDED: Various other minor additions
- - CHANGED: Friendly helicopter door gunners are now able to fire at spotted enemies during insertion, extraction and CAS
- - CHANGED: Friendly combat helicopters ignore enemies outside the designated CAS area
- - CHANGED: Improved the helicopter support UI and helicopter reaction to cancelling support
- - 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.
- - CHANGED: Airstrikes a bit more probable to be available in missions of any scale
- - CHANGED: Airstrike planes come in quicker
- - CHANGED: Toned down airstrike dispersion now that planes can find and acquire enemy targets
- - 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.
- - CHANGED: Improved the ambient enemy spawning algortihm to prevent spawning excess amount of reinforcments infantry groups, improving performance
- - CHANGED: Enemy hotspots markers provides information in a little more varied and realistic way
- - CHANGED: Ambient enemy patrols and guardposts concentrated more along the borderline and shorelines and less deeper in enemy territory
- - 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.
- - CHANGED: Ambient car and truck patrols can sometimes patrol random enterable structures and distant offroad positions in the open
- - CHANGED: Tanoa Terrain: Main base is moved to Aeroport de Tanoa on the main island.
- - CHANGED: Mission Plan Menu: Helicopter status section on the upper right corner replaced with a more informative clickable Standard Support list
- - CHANGED: Mission Plan Menu: Larger drop down operator gear menus to accommodate the added gear icons
- - CHANGED: Ground Insertion and Extraction escort point can be set on open ground, as long as a path can be found
- - CHANGED: Available support has a greater effect on enemy strength at the AO
- - CHANGED: RU versions: VDV desert uniforms are revised
- - CHANGED: RU versions, CUP assets: Updated class libraries to use the new modern russian vehicles models
- - CHANGED: Cam Lao Nam terrain: Refined valid sectors, playable areas and locations and their sizes
- - CHANGED: Revive instant death chance option moved to the Advanced Parameters menu
- - 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.
- - CHANGED: Patrol mission Type: Patrol areas reduced to a more reasonable size
- - CHANGED: Depot mission Type: Reduced base and depot sizes
- - CHANGED: Civilians that are killed by the enemy won't be penalized
- - CHANGED: Enemies use operators' last known position instead of actual position when engaging and chasing
- - CHANGED: NATO versions: Removed Prowler as an AI driven ground escort vehicle as they easily got stuck and wouldn't move
- - CHANGED: AAF Faction: Removed most FIA style uniforms to recognize enemies better when playing with ION PMC + FIA
- - CHANGED: Land extraction transports players to a valid extraction sector defined in the new Advanced Parameters
- - CHANGED: Urban Assault mission type: Enemy Forces scale better in acoordance to location strategic importance
- - CHANGED: Defend mission type: Enemy Forces scale better in acoordance to location strategic importance
- - CHANGED: Ambient enemies: Increased the possibility of car/smaller unarmed vehicle patrols
- - CHANGED: Enemy vehicles avoid crossing player side territory
- - CHANGED: Sustained operation hideout position finder algorithm reworked
- - CHANGED: Ambient enemies are a bit less evenly spread across the enemy territory
- - CHANGED: Ambient enemies populate locations classed as fortified better
- - CHANGED: Some helicopters are available more often regardless of mission version, if mission type allows
- - CHANGED: Helicopters move in a straighter line between waypoints
- - CHANGED: Alpha Squad going for SusOp and Bravo returning to base will lead to Bravo not participating in SusOp mission
- - CHANGED: Alpha Squad going for SusOp and Bravo returning to base won't result in not extracting all operators and receiving penalty points
- - CHANGED: Sped up debriefing score animation a bit
- - CHANGED: Revive: Freed prisoners and other player escorted persons will always get insta-killed from enemy caused lethal damage
- - CHANGED: Rephrased many of the mission briefings
- - CHANGED: Enemy tank crews use veteran-type uniforms
- - CHANGED: Animated sector seize amount in respect to goal progress points
- - CHANGED: Slighty improved smoke plume effects for destroyed locations
- - CHANGED: Various other minor tweaks, changes and improvements
- - FIXED: Few ground escort vehicle seat count values were incorrect. Mission now autochecks and defines seat counts
- - FIXED: holdActions don't persist for players that JIP
- - FIXED: Player that JIPs takes the first operator available from A1 to B6 as intended, instead of a random one
- - FIXED: Patrol mission type: enemy mission related camp and depot positions not bulldozed from terrain objects when loading a savestate
- - FIXED: Patrol mission type: Camps and outposts spawning too near to each other
- - FIXED: Camp Raid mission type: Enemy group sometimes spawning in the bottom left corner of the map instead of the camp area
- - FIXED: Many undesirable terrain building objects that were used as a enemy manned buildings
- - FIXED: Bridge segments were considered as valid vehicle spawn points and destinations, leading to multiple problems
- - FIXED: VN versions: Enemy vz.54 sniper had incorrect ammunition
- - FIXED: VN versions: M1 shorty had incorrect ammunition
- - FIXED: US versions with RHS: Wrong tracer magazine for Mk11
- - FIXED: US versions with RHS: Mortar and Paladin artillery replaced with CUP mortar and howitzer to make the artillery fire more reliably
- - FIXED: RHS faction libraries had BTR80 classnames accidentally replaced by UAZ ones
- - FIXED: City damage auras did not persist when loading a savestate
- - FIXED: Civilian subjects collaborating with the enemy had enemy faction face and voice instead of civilian faction ones
- - 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
- - FIXED: AI Revive and uncoscious state issues when player group leader disconnects
- - FIXED: Enemy armed vehicles could not do engage maneuvers against player as intended
- - FIXED: Fine-tuned airstrike parameters of various strike types in all mission versions for better accuracy
- - FIXED: Disabled Lambs Danger (if loaded) for certain squads for more reliabile behaviour
- - FIXED: Enemy car drivers were using a wrong weapons class
- - FIXED: Valid sectors in Malden terrain
- - FIXED: Escort mission type: Escorted personnel won't move to their intended positions after reaching the destination
- - FIXED: Prisoners and arrested subjects sometimes not joining player squad on the client side
- - FIXED: Extraction helicopter sometimes stops and hovers in place indefinitely if extraction cancelled, instead of RTB
- - FIXED: Vehicles spawning in a parking place sometimes collide with each other and blow up
- - FIXED: Showcase units not in their intended positions under certain conditions
- - FIXED: Showcase operators of the player faction had weapons not raised on the mission settings screen
- - FIXED: Friendly salvo-type artillery had incorrect max shell limit
- - FIXED: Enemy guard emplacements generation deadzone for main mission targets. Now emplacements are spawned also closer to the center as intended.
- - FIXED: Civilian despawning sometimes failing, leaving static civilians beyond despawn radius
- - FIXED: Civilian boat spawn radius was using the wrong distance variable
- - FIXED: Loading a sustained operation mission sometimes had helicopters that were destroyed in the previous mission registered as being alive
- - FIXED: Enemy pilots spawning without pilot helmet
- - FIXED: Building Raid mission type: Removed few structure types as valid enterable buildings
- - FIXED: Ambush mission type: Convoy reported wiped out while some personnel still alive
- - FIXED: Ground Forces total losses were not saved in savestate memory
- - FIXED: KIA Gallery didn't show operator call signs
- - FIXED: Various other minor fixes and optimizations
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