Easy Red 2 Realism Overhaul v1.0.6
1.0.6 - 2026-07-26
Easy Red 2 compatibility: Steam public branch, build 24246380.
- Host AI fire-control now sends one
SyncStopFirewhen the mod first inhibits a soldier's fire and does not resend it while that hold remains active. Continuous danger, suppression, range, and movement holds no longer flood reliable RPC traffic while multiplayer clients are loading or playing. - Multiplayer clients no longer run the mod's host-only gameplay logic while the battle room is still being joined. The old authority check treated every pre-room multiplayer load as offline play, so both computers could mutate the same battle during the transition; multiplayer intent now disables gameplay mutation until the Photon room exists and permits it only on the room's master client afterward.
- Consecutive multiplayer battles no longer lose the next room operation when the new map loads before Photon has finished leaving the previous battle room. The mod now holds that one pending operation through the
Leaving, game-server disconnect, and master-server reconnect states, then lets Easy Red 2 perform it as soon as Photon reports ready. - Multiplayer host settings are now synchronized only after the actual battle room has been established and remained stable. Easy Red 2 briefly joins and leaves candidate rooms while checking the server list; the mod no longer treats that temporary room as the live session or applies a host settings snapshot during the join/leave handoff.
- Other BepInEx plugins no longer have their Unity objects reclaimed by Realism Overhaul. An experimental global cleanup included in early 1.0.5 builds could free IL2CPP objects still in use by another mod, causing
ObjectCollectedExceptionerrors and failed plugin loads in mixed-mod setups. Object lifetime is now left entirely to BepInEx and Il2CppInterop. - Infantry cover searches now compare nearby positions with building and trench slots spread across the full search area before their fixed performance budget is exhausted, making strong building cover noticeably more likely to be selected without increasing cover-search cost.
- Defending reinforcements ordered to a distant defence area no longer stop indefinitely to fight and search nearby cover before they arrive. Contact can still produce a bounded fighting halt along the route, but the soldiers then resume toward the assigned point; once inside the defence area, the existing fortified-position behavior takes over unchanged.