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Changelog

Miksuu edited this page Sep 14, 2023 · 34 revisions

Here you can find the changelogs for the released patches (from our Discord)

Todo:

Check the formatting some of the sentences. Especially when mentioning the player who reported the bug/suggested a feature.

v15092023 (Marty, Miksuu)

Another update again! As you all wanted, we're excited to introduce others greats update to enhance the server's gameplay experience! These improvements are aimed at the following aspects:

  1. ARTY Mark on the Map:

    • When a player calls in artillery support, a distinctive marker with the player's name is now visible on the map.
    • An audio message, supporting multiple languages, is broadcast to all players on the same team when artillery support is requested.
    • After the cooldown period for artillery, the player who made the call will receive a notification in the form of a multilingual hint message.
    • Audio messages are available in three different languages based on the faction you are playing with: American, Russian, and Arabic for the Takistanish faction.
    • The marker is automatically removed once the artillery support mission is completed. To enhance reliability, it will be removed automatically after 80 seconds.
  2. Multiple ICBM Markers:

    • Multiple ICBM markers are now possible and will only be visible to the side that launches them. As with the previous patch, both teams will receive specific audio and text messages.
  3. Bug Fixes and Technical Improvements:

    • The HQ wreck marker now spawns correctly on the server.
    • The ICBM message code has been refactored, introducing a magic function to easily send audio and text messages to one side.
    • The log content can now be activated or deactivated using comments for the WF_LOG_CONTENT constant in version.sqf. This setting is also mentioned in the log file at the beginning of the script mission, indicating whether it is activated or not.

We hope these updates enhance your gaming experience. Enjoy the improved gameplay in this latest version! Another update announcement for this patch about @miksuu's part is coming very soon!

https://cdn.discordapp.com/attachments/1116268624458547261/1151868741060153415/ARTY_warning_Friendly_message_russian_v1.ogg https://cdn.discordapp.com/attachments/1116268624458547261/1151868741458595890/ARTY_warning_Friendly_message_v3.ogg https://cdn.discordapp.com/attachments/1116268624458547261/1151868741903196332/ARTY_warning_Friendly_message_arabic_v1.ogg

[Add Miksuu's part here]

v10092023 (Marty)

MHQ/HQ WRECK marking is here ! @everyone

Now, when the HQ or MHQ gets destroyed, their wrecks will show up on the map for your teammates, but not to the other team. This makes it easier to find the wreckage for potential repairs. The marking will be easy to spot on the map and won't go away until the MHQ is repaired or a new one is purchased at a town depot.

Thanks also to @Miksuu to get the mission project up to date on git and for fixing some bugs in this new patch !

ENJOY

v09092023 (Marty)

We have made some improvements to the nuclear strike (ICBM) system, incorporating essential features for an even more immersive and strategic gaming experience. Here is an overview of the key enhancements:

  1. Audio and text Messages for Both Teams: Now, when using a nuclear strike, each team receives its own audio and textual messages, enhancing coordination and strategic communication.

  2. Multilingual Support for Text Messages: Our enhancements include support for multilingual environments. Text messages generated by the ICBM are now tailored to the user's language, improving user-friendliness for players worldwide. Language supported : english, french german, russian, italian.

  3. Restricted Marker Visibility: Markers created by the ICBM are visible only to the friendly team, thereby enhancing the confidentiality of crucial information and avoiding unfair advantages.

  4. Admin Parameter for Time Before Impact: For @Game Admin , we have added the ability to set the delay before the nuclear strike impact as a customizable parameter. This allows for better control of game dynamics.

  5. Developer Utility Functions: To support future development @Contributor , we have introduced specific utility functions that can be reused for subsequent projects. These functions include the ability to delete markers, obtain lists of enemy or friendly players, and collect lists of players on the West or East teams. This greatly simplifies the process of creating new features for content creators.

These enhancements aim to provide a more immersive, balanced, and user-friendly gaming experience while providing powerful tools for mod developers and server administrators. We look forward to seeing how these changes enrich your experience in the world of ICBM. Enjoy the strategic action!

https://cdn.discordapp.com/attachments/1116268624458547261/1149985991885606942/warning_Friendly_ICBM_v2.ogg https://cdn.discordapp.com/attachments/1116268624458547261/1149985992233730170/warning_Enemy_ICBM_v2.ogg

v05092023 (Marty)

A real automatic kick system for inactive players (AFK) has been implemented. Players who remain AFK for a specified duration will be automatically removed from the server. This action will free up slots in the lobby, addressing the issue of unbalance caused by AFK players. The default AFK timeout is set to 10 minutes, as per the community vote, but @Game Admin have the ability to adjust this value in the mission parameters. A countdown will appear on the screen of AFK players 30 seconds prior to the automatic kick. Admins cannot modify this timeframe, although it can be developped if necessary.

v28082023 (Miksuu, DMR, Marty)

-- Pandur/BTR-90: Available now at LF3 without their rocket launchers, which become available at LF4.

-- Pandur Cannon: Changed to M242BC with 210 rounds (AP and HE included), from ATKMK44 with 60 rounds.

-- A-10A/Su-25a Loadouts: Added 2 AGM-65 Maverick / 4 Ataka as EASA loadouts.

-- Tank Crew: Replaced crewmen inside tanks with engineers for repair capabilities.

-- MI-24CZ: Lowered price from $42620 to $39620.

-- Pandur: Lowered price from $3500 to $2650.

-- NLAW Soldier: Raised price from $360 to $550 and moved to B1 from B3.

-- BTR-90: Lowered price from $3450 to $2550.

-- GRAD (Chernarus): Lowered price from $7800 to $6800.

-- Stryker MGS: Lowered price from $3250 to $2800.

-- Smaw Soldier (Chernarus): Lowered from B3 to B2. (In Takistan, Maaws soldier will stay at B2, priced at $350.)

-- LAV-25: Lowered price from $1800 to $1650.

-- Su-25a: Fixed missing HandleBombs script.

Thanks a lot to @DMR#1208 @marty0007 for some of these changes!

v21082023 (Miksuu)

||@everyone :stalin_ping: || Since the latest patch air patch, especially now that the Blufor has the V hind, the metagame has been just to rush AF3 to get access to that vehicle. This patch should bring some variety to that metagame, encouraging players to buy the new vehicles such as: A-10A, Su-25a, AH-64D (TOW), and the Wildcat. I think that as the result of this patch, Blufor AF3 on helicopters might be a bit weaker (since they are missing the hind now completely), but let us know how we can make especially the AH-64D (TOW) more viable (if it's needed).

The problem with the hind is that the vehicle itself is very tanky, and is very difficult to take out of the game. Also, I think that no vehicle should have 80 S8 rockets on AF3, or since there is no really counterpart to that rocket, S8 at AF3 at all (Hydra does the same damage than S5 rocket though).

So for the update v21082023:

-- Both of the Mi-24V variants moved to AF4

-- Mi-24V (CZ) price raised to $42620 from $35620

-- Mi-24V (OPFOR) Ataka count has been reduced from 8 to 4

-- Mi-24P 40 S8 rockets changed to 64 S5 rockets, the vehicle's price is unaffected and its AF level stays at 3

Note that changes like this are extremely easy to implement now (this is why I created the framework), so I gave it a go. If a lot of negative feedback is received as an result, I can just revert that merge and the mission is back to the old one in the next restart, simple as that.

However, as what I have observed, before the air patch and after it (and playing a lot with @DMR#1208 and talking with him about it), it seems that this vehicle shouldn't belong in AF3, and neither S8's should be present on that AF level. Before the patch the same happened on the OPFOR hind, but after the patch, it was the same on BLUFOR. Would you really want to play a game where one vehicle (on both sides) runs the game? Instead of having more variety and when both teams try to rush AF:

  • The team with better pilots of that one vehicle will outright just win the game with that vehicle
  • Very small advantage in supply will result in victory (since you reach AF3 faster)

However, if the other team goes full on HF:

  • There's a chance that the team rushing AF3 will reach is faster than the other team going for HF4, completely dominating the game
  • Other possibility is that the other team reaches HF4 first, making the game a very stale one with Linebacker/Tunguska/Hind camping and artillery fest (especially with passive commanders)

Or the last option:

  • We try make the game to have many options for you to win the game to (as the whole air patch was supposed to do).
  • Sudden power spikes at AF3 (for both teams) are removed completely (could even buff AF2 tbh, adjust upgrade costs, what do you think?)
  • LF is made more viable, offering teams to go for fast LF4, then AF. If both teams opt in for this, the game is decided by who controls the air with jets, and not helicopters. Base building at airfields (and open fields) becomes more important, and HQ for both teams will be more mobile, as it should be in my opinion.
  • Nearly every single vehicle has their own role for contributing winning the game, and the players should choose one, that fits the current situation the best (alongside with its loadouts)
  • There might be further tuning of the power curve that the Aircraft Factory provides right now
  • More upgrade levels are added to provide more variety for the commanders. This would also end games faster for the team that has the advantage in upgrades such as Artillery reload with multiple levels.

Let us know in #balancing_discussion how we can improve the balance of the mission. Without your proper feedback, we can't make this better. There's a chance that minor changes will be made without voting still, to finetune the balance, but perhaps I'll do some new ones this week, depending on the feedback we receive. Thanks, and see you on the server!

v19082023 (0=1, Miksuu)

-- Introducing Spawn Markers (by 0=1)

  • You can place them from 4-menu of the HQ / Repair Truck build menu.
  • There are markers for: LF, HF, AF
  • Multiple marker placements are possible
  • Vehicles will spawn randomly on one of the markers randomly (per factory type) Thanks a lot to 0=1 for this incredible feature!

-- Fixed HandleATMissile.sqf script not working at all (some AT missile behaviour might have been altered now)

-- Updated all mod maps to v19082023 (excluding slots, report any bugs with these ones). The event will start as soon as possible!

-- Fixed slot bugs on Tasmania like OPFOR Engineer not having gear at all This is something we can't utilise the new system for managing the files (since mission.sqm is different on all maps due to placement of the towns, camps, airfields, starting positions, and deadspawns). I tested them all now on Tasmania and Everon (same for rest of the forest maps) should be fixed now, let me know if you still spawn without gear and take a screenshot from that slot from the lobby. Thanks.

v18082023 (Miksuu)

-- Reworked Takistani Guerilla defence groups by:

  • Removing AT soldiers (Dragon, RPG7 soldiers) from every group other than the Anti-tank squad
  • Increased AT soldier count in the AT squad, removed other type of troops from it
  • Other changes such as making machinegunner groups to only have machinegunners, sniper group has now two soldiers instead of one

-- Increased TOW damage against T-90 slightly (damage modifier up from 23 to 33) Thanks for the suggestion @tr1ppl3 !

-- Replaced all instances of side player with side group player syntax, fixing a rare bug when BMP-2 would spawn on top of you and killing the player, and the script would not remove the Konkurs launcher from that HF1 BMP-2 because side player returned civilian faction when the player was dead

**-- Fixed one extra repair cycle animation on the camp that the player would do for no reason, however for some reason the message is still delayed (fixing this in the future) **

-- Lowered Stryker (TOW) from LF4 to LF3

-- Buffed Tunguska missile manoeuvrability, let me know if you still are able to dodge those ones!

-- Fixed zero divisor errors in the missile script that boosts AA missile's speed, manoeuvrability etc.

-- Added keys for the modified JSRS1.5 mod to fix the error with the mod (beta test of the mod, will not be in the official modpack yet, if you try it, let me know how it works for you!) https://drive.google.com/file/d/1iHZEIuNJMkt7X16TOFEj2OocPikeZg5B/view?usp=sharing

v15082023 (Miksuu)

-- Lowered the ammo truck price to $1850 from $2850 Thanks for the suggestion @opftafel007 !

-- Fixed ICBM warning sound file missing from Takistan

-- Added a modfolder which lowers the cooldown between the magazine reload of the Sidewinder missile in F-35, Av8b, and the L-159 alca. Download it here to upgrade your modpack for the server: https://drive.google.com/file/d/1fqAD04sNLp0TQgAAMQk_AfQX4c7xLF5h/view?usp=sharing

v13082023 (Miksuu)

-- An experimental change of removing the AIM-9 and R-73 missile script from AH-1Z and Ka-52 (black) has been implemented. Jets will maintain their old missile launch parameters.

-- Gave Maverick missile significantly more speed and manoeuvrability.

According to my testing, every missile hit, and they might be a bit too fast now (basically same parameters than R73 missiles). Since these values are easily tweakable, let me know in #balancing_discussion what is your experience using them, thanks!

-- Fixed BRDM (Igla) missing from Takistan

-- Raised Uh-60 and Mi-8 ambu heli prices to be $1000 above their non ambu variants, and both variants raised to AF2

-- Fixed some minor misplacements of the order in the AF buy menu for vehicles such as AH6, UH1, AH64, MI8

Let me know if somethings still off that I didn't notice for some reason (other than Air menu is not organised, yet!)

v12082023 (Miksuu, Jupiter, Cleinstein, DMR)

||@everyone :stalin_ping: || Important update before we get in to the changelog: The #rules were updated to add rule 13: Do not shut down your engine to avoid getting locked by the enemy while flying. Please report any players who seem unlockable frequently, preferably with multiple video clips, thanks.

v12082023 [The Air Balance Patch] changelog:

-- Many vehicle additions and such as:

  • AH-64D (TOW) at AF3 (new vehicle)
  • Mi-24V (CZ) at AF3 (new :blufor_icon: BLUFOR vehicle!)
  • Reintroduced Wildcat with loadouts that don't crash your game :KEKW:
  • A-10A at AF3 (new vehicle)
  • A-10C at AF4 (loadouts changed from the original A-10)
  • Su-25A at AF3 (new vehicle)
  • Su-25T at AF4 (loadout changed from the original Su-25)
  • Su-39 at AF5 (loadout changes, and raised from AF4)
  • Helicopters are limited to Stingers and Iglas now, up until AF5 where they get maximum of two Sidewinders or R-73's (AH-1Z, Ka-52 Black) (refer to the spreadsheet for full list of changes)

-- Removed GBU-12's from L-159 Alca

-- Added GBU-12s to Su-25T, Su-39, and Su-34 in OPFOR loadouts

-- Reorganised the Aircraft factory unit order to: helicopters, then jets (both categories ordered from AF0 to AF5)

-- Build times of aircraft have been changed to: [from AF0: 25, 30, 35, 40, 45, 50 to AF5]

We will probably apply these changes to other factories too later.

-- Added BRDM (Igla) to OPFOR LF4

-- Changed BRDM (ATGM) to LF3, as it should be Thanks for these @cleinstein !

-- Created a system that calculates all the possible weapon combinations (selected weapons with their possible set limits) for every defined aircraft. Here's how the system works:

  • Every aircraft has set amount of pylons, for example the Su-39 at AF5 has 10 pylons.
  • Its default game config from the game files looks like: weapons[] = {"GSh301","AirBombLauncher", "R73Launcher_2", "S8Launcher", "CMFlareLauncher" }; magazines[] = {"180Rnd_30mm_GSh301", "4Rnd_FAB_250", "2Rnd_R73", "80Rnd_S8T", "120Rnd_CMFlare_Chaff_Magazine"};
  • This data is fed to C# application, while configuring its default loadout in that application per magazines (this defines the default loadout the vehicle spawns in).
  • For EASA loadouts configuration, data is structured like: [the magazine type, max occupied pylons by that magazine type] for example:
allowedAmmunitionTypesWithTheirLimitationAmount = new Dictionary<AmmunitionType, int>
  {
    { AmmunitionType.SIXROUNDFAB250, 0 },
    { AmmunitionType.FOURTYROUNDS8, 0 },
    { AmmunitionType.TWELVEROUNDSVIKHR, 4 }, (Vikhrs and Hellfires are automatically multiplied by two)
    { AmmunitionType.BASECH29, 0 },
    { AmmunitionType.TWOROUNDGBU12, 8 },
    { AmmunitionType.TWOROUNDR73, 4 },
  };
  • Based on this data, the program will automatically calculate all available combinations for the given aircraft. Note that 12 Vikhrs and 8 Hellfires will always take four pylons, and some weapons can fit many in to one pylon (for example 3 FAB250/MK82 bombs, and 20 S8 rockets per pylon!)

  • The price of the loadout is calculated cost per pylon basis, and each of the magazines have their own price. Each new weapon currently adds +1000$ to the cost (this may be changed later per weapon). Almost complete list of these costs can be found at: https://docs.google.com/spreadsheets/d/1OQLpb3D2rDABWtIFxcPb_FplgNpYA53-/edit#gid=342224945 (this won't be updated), or the current one in the source code of the application (will be updated): https://github.com/Miksuu/a2waspwarfare/blob/master/Tools/LoadoutManager/Data/Ammunition/Implementations/AirToGroundWeapons/Bombs/LaserGuidedBombs/GBU12/TWOROUNDGBU12.cs

  • Here's an example how one of the loadouts, [14400,'FAB-250 (6) | S-8 (40) | Kh-29 (4) | R-73 (2)',[['AirBombLauncher','S8Launcher','Ch29Launcher_Su34','R73Launcher_2'],['4Rnd_FAB_250','2Rnd_FAB_250','40Rnd_S8T','4Rnd_Ch29','2Rnd_R73']]], is calculated: 6 FAB250s, 40 S8s, 2 R73's take two pylons each, and four Kh-29's take one each per missile. Prices of them per pylon: [300, 3000, 600, 700], so total cost is 10400. However, as mentioned before each of the new weapon types, such as AirBombLauncher for the FAB250s, adds 1000$ to the price, thus with four weapon types giving us the final price of 14400$.

  • Helicopters have modifiers of prices for missiles like the AIM-9/R-73, which makes them more expensive for that type of aircraft. Perhaps if we need to make helicopters with such missiles less accessible, we will up this modifier.

  • The complete list of all the loadouts can be found here: https://github.com/Miksuu/a2waspwarfare/blob/master/Missions/%5B55-2hc%5Dwarfarev2_073v48co.chernarus/Client/Module/EASA/EASA_Init.sqf (updated always when a new version of the mission is deployed to the server) - This means that in the future, we will only change these values in the program and generate new loadouts with those, and inform you what values were changed. With this system, editing these values and exporting them to the game is very easy, so feel free to suggest any changes to the prices if you think that something's not priced correctly!

**Identified issues (high priority fix in the near term): **

  • For some aircraft with many pylons and available weapon combinations, the EASA list is quite huge. We'll implement a favourite loadout window to the EASA interface soon. For the meantime, since the loadouts are sorted by prices, you can memorise/write down the prices of your favourite loadouts. - Sidewinders have very high reloading time per two shots now (they use the two round mags for the two pylons now) - Mavericks still miss quite easily, we might just replace them quickly with Spike missiles utilising this system that I built. (maverick parameters changed, spike change disregarded) - BRDM (Igla) is missing in Takistan (I will fix this tomorrow)
  • Camos are not the most optimal for every aircraft (for example, the takistani Su-25T has desert camo on both maps) - Now that An-2 is on AF1 on both maps, to my knowledge, OPFOR does not have any AF2 aircraft. Perhaps we'll move ambu helicopters to that level for both factions, or such.

I'd like to thank you @tr1ppl3 for this brilliant idea and your spreadsheet to rework the whole air balance. Many thanks for @cleinstein helping to put it together. And @DMR#1208 for helping me to implement all of this stuff in to the mission.

Remember to post your feedback in appropriate channels: #suggestions #balancing_discussion #bugs_and_issues. As I mentioned before, loadouts and the weapon prices are very easy to change now, so please don't hesitate!

We might host Tasmania by @quadxd next weekend just to test it out, so remember to download: https://drive.google.com/file/d/1RuJAPTLG8L-DOeeYbThVnbuNsFKfZrp3/view?usp=sharing

Thanks, and have fun on the server enjoying the largest update so far (with its framework to make it happen)!

v04082023 (Miksuu)

-- Fixed bunch of inconsistencies on town depot soldiers like Machinegunner, Engineer and AT soldiers (Opfor ones). Soldiers and their Barracks level requirements from the depots:

  • Level 0: Rifleman, Medic, M136/RPG18 soldiers
  • Level 1: Machinegunner, Engineer, RPG7 soldiers
  • Level 2: [nothing for now, should we add something, any ideas? snipers?]
  • Level 3: AA soldiers

-- Fixed a bug where ground vehicle AI's with IR Smoke made a warning sound when player was not inside the vehicle

@everyone We've been working on a huge Air Balancing patch with @DMR#1208 @tr1ppl3 and @cleinstein. Loadout generator is pretty much done, with the correct prices on the weapons. They can be found here: https://pastebin.com/DTEperMn . What do you think? To ensure we will get everything right, I think that we'll release this patch next week and have an air event on Saturday and perhaps briefly testing @quadxd 's new Tasmania map on Sunday. Repacked @a2waspterrainsv7 modpack can be found here: https://drive.google.com/file/d/1RuJAPTLG8L-DOeeYbThVnbuNsFKfZrp3/view?usp=sharing. Keys have been added to the server now, although the server might require a restart so don't enable these mods yet, and I think during non-events you should keep them off anyways, since they are not needed.

v31072023 (Miksuu)

**-- Added a feature to tune the view distance with hotkeys. See: https://discord.com/channels/440257265941872660/1135891800373071894/1135897984945631272 **

Thanks for the idea to add a debounce feature for this @quadxd!

-- Fixed OPFOR not having any AT soldiers on the depots at B0, added RPG18 soldier for that level (RPG-7 soldiers are available from B1 level) Thanks for the reminder to fix this @rainbowbier !

v25072023 (Miksuu)

-- Add aircraft label (AAR2 feature) to its display name (e.g. Apache AH1) instead of its type name (e.g. BAF_Apache_AH1_D)

-- Lowered AAR Upgrade costs from 15000,35000 to 5000,12500

-- Lowered AAR Upgrade research times from 150,250 to 50,125

-- Increased AAR Upgrade refresh rates from 3,2,1 to 5,3,1 seconds. Thanks for the suggestion @DMR#1208!

-- Lowered Artillery ammo upgrade cost from 2500,5250,9000 to 2500,3500,6000 Thanks for the suggestion @tr1ppl3 !

-- Change the color of the airlifters in AF unit buy menu to make it so that it's not unreadable when clicked

-- Fixed the HF4 town defence groups having Tunguskas and Linebackers in them Thanks for the bug report @opftafel007 !

-- Fixed light repair doing one useless cycle that didn't affect vehicle's health at all

-- Gave engineers ability to repair camps

Now every single class excluding SpecOps can repair camps, however I think I'll remove this feature from Snipers once they receive ability to mark factories with the spotting ability.

Thanks for the suggestion @malialek !

-- Removed Satchel Charge and added grenades to the engineers starting loadouts Thanks for the suggestion @Blu#0925 !

-- Replace binoculars with rangefinders on the snipers starting loadouts

-- Further paratrooper changes, merged my and 0=1's scripts so now the paratroopers will be visible in your group once the vehicle carrying them spawns in. This should fix the issue of them appearing as green dots in the map sometimes, if not, let me know!

v24072023 (Panovich, Miksuu)

-- Added an optimization fix by Panovich from 2021 that should greatly increase Server and Client FPS

-- Takistan defences manning range increased from 250m to 300m (just like in Cherno)

-- Fixed Takistan slot that was labeled as Soldier, was a Spec Ops one. Takistan has now 5 blufor soldier slots (same as Opfor)

Let me know how the server runs after this optimisation change, if it makes any difference. Also we're planning to rework air balance completely, and will release the plan hopefully within a week or so. I have been working on a tool that generates loadouts for each of the planes (all combinations with the available weapons on the aircraft, price will be defined by the weapon launchers and ammunition cost that is defined in the files and total price will be calculated automatically) and it's almost ready. This will make creating the loadouts very easy and balancing EASA will become multiple times faster to work on.

v20072023 (0=1, Miksuu, Quad)

-- You can now buy gear from Ammunition Truck (LF2), additionally it's price was raised from $750 to $2750

-- Changes to the map markers:

  • Changed Ammunition Truck's icon on the map to be "Attack"-type red symbol.
  • Repair Truck to brown color
  • Artillery vehicles to pink
  • Airlifters to white
  • Salvage trucks to khaki

**-- Changes to the buy menu labels: **

  • Airlifter labels are now marked as light blue color in the buy menu [Image 1]
  • Ambulances as yellow
  • Repair trucks as brown
  • Ammunition Trucks as red
  • Salvage trucks as green
  • Artillery vehicles as purple [Image 2]

-- Fix town defences armoured vehicles not appearing in defender's towns when their Heavy Factory was on level 4

-- Change logic when ClientInitComplete is done to the end of Init_Client.sqf script

This shouldn't have any effect joining games, but if it does cause any issues let me now. Best case scenario, it fixes the bug that ruins a round every few months or so :D

Thank you for 0=1 for these contributions above! Much appreciated! 🍻

-- Changed SADARM artillery (Artillery Ammunition Upgrade level 3, from the Ammunition Truck) to target helicopters more efficiently. Additionally, Artillery Ammunition Upgrade Level 2's supply price was raised from 3500 to 5250, and Level 3 was raised from 4500 to 9000

This should help to deal with helicopter camping in bases where the supply points are. They are incentivised for more active gameplay, alongside with teamwork to build new supply points with your teams repair truck drivers + and commander to relocate bases to deal with the threat. Interested to see where this will go. Since this is such an experimental feature, please provide feedback on it, thanks! I have also added a vote about the artillery ammunition upgrade costs, check it out if you like to get that changed. https://discord.com/channels/440257265941872660/1116365031228063755/1131988888928407622

Thank you @quadxd for your brilliant idea, and for writing this script! 🍻

-- Added Anti Air Radar-upgrade [Image 3] with three different levels that's cost 15000 and 35000 supplies, with upgrade time of 150 and 250 seconds

  • Level 0 provides you with position, direction, and speed data of the enemy aircrafts, with 3 seconds refresh rate
  • Level 1 adds altitude, lowering the refresh rate to 2 seconds.
  • Level 2 adds the aircraft type and lowers the refresh rate to 1 second. See [Image 4]

I have some further ideas to expand this feature, and add more end game upgrades to the game. See this post https://discord.com/channels/440257265941872660/1116365031228063755/1131989367007739996 for further information, and if you would like that the current price/refresh rate of the upgrades to be changed.

-- Attempt fixing the runtime error of defence manning since it's last update

This is kinda still work in progress and further errors might appear in longer games, just let me know if it causes problems (should have 40 defences per base that won't be manned again once the AI operator is killed)

-- Fix paratroopers not showing in the map as orange AI markers

Thanks @cleinstein and 0=1 for the bug report.

-- Raise AI limit from 14 to 16

https://discord.com/channels/440257265941872660/1116365031228063755/1131988526263713803 :AhShitHereWeGoAgain:

-- Added sound warning for incoming missiles on tanks with IR smoke upgrade researched

-- Fix Cherno OPFOR, Taki BLUFOR&OPFOR supply points wouldn't disappear in the script I introduced in v18072023

-- Fix that US Vehicle Paradrop is now a Repair Truck

-- Change label of Paradrop - Vehicle to Paradrop - Repair Truck in the WF menu

-- Raise Engineer repair script cooldown from 5 to 25 seconds

-- Fix all Engineer types having a fast repair option

-- Fix that 0 score players wouldn't grant any bounty

-- Fix OPFOR Engineer having error with it's GP_HE25 loadout (syntax error)

-- Add Pandur to the list of random vehicles that team can receive on the start

v18072023 (Miksuu)

-- Possibly fixed a rare runtime error of base defences not manning

I imported a script from v50 version (Arma 3 mission by Spayker) that from my understanding of the code should fix this error. When headless client is working properly, the defences should be manned just like before (by units to running to them from the barracks). Otherwise without the HC, defences will be instantly manned. Since the bug was almost impossible to reproduce, let me know if it doesn't suddenly work and I'll check the log. Thanks.

-- Bought supply points with money will now be deleted once a base is down

I added this feature, because once you sold a base that had one of these supply points it caused a bug that the base area didn't stop counting. Since you can't sell that structure, this caused these base areas to exist that you couldn't get rid off. Do you want a feature for these bought service points to be marked on the map automatically when built, and being able to sell them. https://discord.com/channels/440257265941872660/1116365031228063755/1130681186977595502

-- Added a sound warning for launched ICBM

We might add separate sounds for friendly and enemy launched ICBM's like: https://discord.com/channels/440257265941872660/445631540513210379/1118918119956684860 (created by @marty0007 ). Vote about it here: https://discord.com/channels/440257265941872660/1116365031228063755/1130679047425372190

-- Added more advanced score counting system for killing factories

The formula for the reward is same than in the old mission: [bounty price] / 100 * 3. So for example HQ kill you will receive 900 points (30000 / 100 * 3), and for barracks kill you will receive 90 points (3000 / 100 * 3). The difference being to the old mission version that you won't gain score for teamkilling a friendly MHQ.

Neither more expensive units don't grant higher score (yet, want this feature? https://discord.com/channels/440257265941872660/1116365031228063755/1130679339504119898 )

-- Since factory kills give score now, bounty modifier has been lowered from 7 to 4

Formula for total amount of received $ for each player kill: 100 + 4 * [score of the killed player].

Is this bounty amount too low in your opinion? Post about it in #suggestions .

-- Replaced LAV-25 with Pandur as a starting vehicle of BLUFOR

This is a better counterpart for BTR-90 that OPFOR has on the start. It seems that reloading of the Spike launcher takes a while when not produced out from a factory, so when you get in to the vehicle, start the reload instantly so it will be most likely ready when you reach a town.

-- Max Base AI limit has been raised from 12 to 14

Want this to be raised still from 14 to 16? Check https://discord.com/channels/440257265941872660/1116365031228063755/1130679025770180618

-- Fix a bug that allowed commander to repair structures with 0 supply Thanks for the bug report @quadxd !

-- Added two mags of 250 round to GSh-23 cannon of the MI-24P, just like in the old mission Thanks for the suggestion @tr1ppl3 !

-- Replaced RPG-18 soldiers with RPG-7 soldiers in the town depots, just like in the old mission Thanks for the suggestion @opftafel007 !

-- Restrict using heal/repair function from a supply point or a town depot if the price is not more than 0 for that given unit

-- Enabled tablock for Shilka (just like any other AA vehicle)

-- Increased Stryker MC price from $2400 to $4200 in Chernarus, just like it is in Takistan

[Multiple commits by @miksuu between 13/07/2023 - 18/07/2023]

Check the new #vote-suggestions and please discuss the newly added suggestions in their threads (create one if it doesn't exist). Thanks, and have fun on the server :KKalinka:

v13072023 (Miksuu)

-- Updated the Discord bot to have new features:

  • The current player count, max player count and current map are now visible on the <#1128390247965802599> message, and also on the bot's "playing"-status message which is visible on the members list of the discord server.
  • Added uptime counter to the status message
  • The game status message has it's embed color changing now depending on the current map
  • The bot's status will now change also (Green/online = Chernarus, Yellow/away = Takistan) [Multiple commits by @miksuu on 12/07/2023]

v11072023 (Miksuu)

First of all I'd like to inform @everyone that, the rule 4 was changed to:

  1. Stacking (pro players joining already better team) is not allowed. Veterans are expected to watch the <#1128390247965802599> channel before joining the game to help them determine which team to join based on the current score (and current veteran counts per teams, make your own judgement with this available data). Abusers of the system will be visible on the logs and will be banned. (More info after the patch notes)

And rule 13 was removed:

  1. Duping supply run missions is not allowed. (This will be monitored regularly and if someone exploits the feature, they'll receive a ban.)

Update v11072023 has been applied to the server:

-- Removed old, obsolete PersistanceDB causing syntax errors with its callExtension procedures

**-- Created a callExtension framework for exporting data out of the game for usage such as Discord Bot see [Image 1] **

[Multiple commits by @miksuu between 07/07/2023 - 12/07/2023]

The current callExtension and Discord Bot features are very minimal right now, but they will be expanded over time. Planned features are such as adding current map, uptime, player count (and a list later) and server fps to the status message.

Less priority (over SQF game mechanics programming and balancing the mission itself, depends on the feedback too):

  • The current score system could be improved for giving players score for killing factories (just like it was before).
  • Add #game-log channel to log when round starts and ends etc.
  • Add a button to press to get a game recap via DM after the current round has ended (or having it as an option after discord ID's and GUIDs can be linked to each other).
  • Add ELO system to measure individual player skill, add average ELO of the team to be visible on the status message.
  • Create a self learning algorithm to give best estimate for the player on which team to join based on variables such as: Team scores Team average ELO points Team upgrade levels (won't be visible, only affects the suggestion) Only if necessary, and after weeks of monitoring the data the algorithm is producing, less strict Anti-stack might be implemented. By less strict I mean as if the team balance values are close to each other, it won't care which team you can join.

I hope that the current system will improve the balance of the games and let me know if you have any #suggestions where I should take it next. Your continuous feedback is very important for me to make most of the limited time for developing the mission.

Thank you @Rayswaycx#3767 for the HUGE 250€ donation yesterday. This is the largest single donation that we have ever got (not taking in to account @rainbowbier 's and @eirik4461 's Patreon donations over time). Right now, with the current patreon support the server will be on for an indefinite amount of time.

v06072023 (DMR, Quad, Miksuu)

-- Added Pandur back to the mission -- Added Dingo GL and MG variants back to the mission **-- Stryker MGS given an extra 6 APDS rounds ** [Multiple commits by @DMR#1208 between 05/09/2020 - 06/10/2020]

-- Replaced the starting truck of BLUFOR with LAV-25 and on OPFOR with BTR-90

Perhaps LAV-25 could be replaced with Pandur to make a better counterpart for the BTR-90? -> https://discord.com/channels/440257265941872660/1116365031228063755/1126569690072887486 [Commit by @quadxd on 23/10/2020]

-- Max Base AI limit has been raised from 10 to 12

We might make this limit higher in the future, based on the feedback. I've created a new vote https://discord.com/channels/440257265941872660/1116365031228063755/1126570971986395196 to raise it from 12 to 14 already, since with the current player numbers and the powerful server we have it should be a good change.

-- Added current/maximum AI amount to the UI. See [Image 1]

The current implementation of it only shows the current AI's (not the ones being produced in factories). In the future I might add additional data to the UI of the units that have been queued, or create a different solution for this, we'll see.

-- Added commander selection sound

-- Replaced all references of "AI Commander" with "No Commander" (since the AI commander has been deactivated)

-- Fixed OPFOR SpecOps class not having the correct ammunition on it's RPK weapon

-- Fixed MG Bipod issues related conflict with the Tablock script (Press TAB to deploy it while proning down with a machine gun!)

I think that there should be a feature when the player prones down with MG, that the bipod will be deployed automatically. -> https://discord.com/channels/440257265941872660/1116365031228063755/1126567798005575750

-- Removed Wildcat from the mission due to it's rocket launcher causing game to crash

The vehicle will be reintroduced after it's loadouts have been reworked. I'll create a vote on https://discord.com/channels/440257265941872660/1116365031228063755/1126569670233829439 with a thread where you can suggest them. I was thinking something that with Ka-60 in the mission, we could maybe make AF2 a bit more relevant and perhaps adjust AF upgrade prices with it.

[Multiple commits by @miksuu between 03/07/2023 - 06/07/2023]

other minor syntax fixes

The merger comparison: https://github.com/Miksuu/a2waspwarfare/compare/48bccc0e44dd...e498d7adbfc9

Don't forget to vote + discuss the newly added suggestions in #vote-suggestions ||And enjoy the incoming double @everyone ping :stalin_ping:||

v16062023 (Miksuu, Marty)

-- Air balancing changes (re-introducing the Alca too!):

-- Add a new BLUFOR jet, the L-159 Alca with cost of $28 900

-- Balance L-39's EASA loadouts accordingly to make it more balanced against the Alca, it's price is also now: $23 904 (FAB-250 guidance bug fix included)

-- Move AV-8B (LGB) from AF3 to AF4. It's new price is: $37 140, and adjust it's loadouts.

-- Move AN-2 from AF2 to AF1 in Takistan [Multiple commits by @miksuu on 13/04/2020 & on 20/08/2020 & on 06/11/2020]

-- Remove Humvee (TOW) from OPFOR town defences in Takistan and replace is with a SPG9 car instead [Commit by @miksuu on 23/09/2020]

-- Added black arrow to show the direction of where the friendly players marked on the map are heading [Image 1]

-- AAR enemy aircraft marker is now a red arrow to show where the enemy aircraft is heading on the map [Image 2]

[Multiple commits by @marty0007 & @miksuu on 14/06/2023 & on 15/06/2023]

-- Change part of the message on the top right when the player joins the game (and the version)

[Commit by @miksuu on 15/06/2023]

-- Disabled script that enforces balance by number of players in the team (please balance the games by veteran number counts per team, thanks!)

[Multiple commits by @miksuu on 15/06/2023 & on 16/06/2023]

other minor syntax fixes

The merger commit: https://github.com/Miksuu/a2waspwarfare/commit/ef38664475794f3c4cdaa75bec464387d35620d0

Thanks for your contributions towards the development of the mission @marty0007! Much appreciated! 🍻

v13062023 (Miksuu)

-- Add a Server FPS counter, located below the Client FPS one

-- Change "FPS Client" to "FPS:" now that Server FPS is added, reducing clutter, see [Image 1]

-- Add version to the message that is shown after loading in to the game is complete, see [Image 2]

-- Add Tablock for Humvee Avenger

Stinger and Igla manpads (including statics) up next!

*and other minor syntax fixes that won't be visible in game, hopefully :KEKW: *

[Multiple commits by @miksuu on 13/06/2023]

The merger commit: https://github.com/Miksuu/a2waspwarfare/commit/81bb68d76c2d440f882c0b3dda838979eecb9897

Feedback is always appreciated!

v12062023 (Miksuu)

-- Modify "Changelog" message on the top right when the player joins a slot, to be more appropriate and to inform the players about the current state of the mission [Commit by @miksuu on 11/06/2023] Thanks for the suggestion @tr1ppl3 !

-- Remove default service point walls when built with supply from HQ [Commit by @miksuu on 11/06/2023] Thanks for the suggestion @quadxd !

-- Make HQ buy price to be consistently $200 000 [Multiple Commits by @miksuu on 13/02/2021 & on 11/06/2023]

-- Add speed and altitude marker to the Anti-Air Radar [Image 1] [Multiple Commits by @miksuu on 11/06/2023]

-- TabLock now works for Air vehicles, and Anti-air ground vehicles (only Linebacker and Tunguska for now). On every other ground vehicle it is now disabled.

I will add vehicles such as Humvee Avenger to have ability to tablock later too, and perhaps manpads too [Commit by @miksuu on 11/06/2023]

Here's the merge to the master branch (the code differences relative to the v08062023): https://github.com/Miksuu/a2waspwarfare/commit/ffab7876ebc7b16e734a18b0c9fd27e77bcb529e

I've organised the task list a bit better now ([Image 2] & link on #trello-tasklist). The current task order is highly dependant on how fast the task can be completed and how much benefit it has for the mission. I've pushed the re-addition of the Alca and modifications to the loadouts of the aircrafts since this takes always a lot of time to test. But feel free to give feedback what is important to you. Have fun on the server, and thanks for the continued support! I swear this is the last @everyone ping before some major update.

v09062023 (Miksuu)

-- AF building signs (where the aircraft will spawn) are now fixed for every faction

-- Default and maximum view distance is now 6 000 meters

[Multiple commits by @miksuu on 08/06/2023]

Bipod still seems to have some issues, I'll look in to it.

Thanks for the suggestions so far. Keep them coming! Next up for the changes (current priority first from right to left and then up to down):

v08062023 (Miksuu)

Hello @everyone! Since the recent attempt to take down my server by @ezcoo yesterday (more info in #general channel), today we'll start recovering the mission from its 2018 state and perhaps make it even better in a few months! I also realized that we've made several mistakes regarding the development in the past few years. Additionally, nowadays we have tools like GPT-4 available, so the development should be a lot easier, provided that these tools are utilized correctly. On the other hand, it's also a good way to start fresh. Although re-implementing some of the essential quality of life and balancing changes might take a few weeks, I'm willing to dedicate at least 10 hours per week to this project. Other contributions are welcome too. Just contact me, and I'll help you get set up for that (programming skills are not necessary, but certainly helpful).

-- ICBM Enabled on Chernarus and Takistan

-- Increase the Max Supply Limit default value to 50 000

-- Change LF upgrade cost to: LF1 = 250, LF2 = 950, LF3 = 1 900, LF4 = 3 500

-- Move LAV-25 to LF3

[Multiple commits by @miksuu on 02/10/2018]

-- Add one more HF4 upgrade level with an upgrade time of 30:

-- Move M2A2 Bradley from HF0 to HF1

-- Move M2A3 Bradley from HF1 to HF2

-- Move Fv510 Warrior from HF2 to HF3

-- Move M1A1 Abrams from HF2 to HF3

-- Move M270 MLRS from HF2 to HF3

-- Move M1A1 Abrams (TUSK) from HF3 to HF4

-- Move M6 Linebacker from HF3 to HF4

-- Move T-34 from HF0 to HF1

-- Move BMP-2 from HF0 to HF1 (its rocket launcher will now be available on HF2 as well, instead of HF1)

-- Move T-55 from HF1 to HF2

-- Move ZSU-23 Shilka from HF2 to HF3

-- Move T-72 from HF2 to HF3

-- Move BMP-3 from HF2 to HF3

-- Move T-90 from HF3 to HF4

-- Move 2S6M Tunguska from HF3 to HF4

[Multiple commits by @miksuu on 03/10/2018]

-- Move AW159 Wildcat from AF4 to AF3 and reduce its price from 38 692 to 29 692

-- Change default starting range distance from 6 500 to 7 500 meters

[Multiple commits by @miksuu on 04/10/2018]

-- Change ICBM Dependency from AF3 to AF5

[Commit by @miksuu on 07/10/2018]

-- Change default view distance from 4 000m to 5 000m

Should we try increasing this to 6 000m so objects render to 3 000m to match the distance the radar sees and the missiles fly, since the hardware available nowadays is so much more powerful than back then? (added to the backlog)

-- Fix Missile Glitch on Chernarus by taking the script file from Takistan files

[Multiple commits by @miksuu on 23/10/2018]

-- Fixes to artillery prices in Takistan:

-- Grad price changed from $7 800 to $6 800

-- M1129 Stryker Mortar Carrier price changed from $2 400 to $4 200

I will confirm later that these prices are matches in Chernarus too (added to the backlog)

[Commit by @miksuu on 14/10/2019]

-- Add a Remote Unflip feature

[Commit by @miksuu on 15/10/2019]

-- Fix AF building sign in Takistan (for only the US side??)

Will need to check that these later (high priority on the task list)

-- Add "Five minutes to impact"-warning to the ICBM message

Semi high priority to recover the sound on the backlog, any audio file suggestions?

**-- Change bounty modifier from 11 to 7 **

Might need some tuning, especially now that we are missing the advanced score system with building kill score rewards (provide feedback please)

** Changed FR_R soldier slot to FR_Miles in Chernarus, fixing the fast repair bug **

There might be some slots left that have this feature still, if you see it, be sure to post about it on the #suggestions / #bugs_and_issues channel

[Multiple commits by @miksuu on 27/10/2019]

-- Fix Takistan bipod issues

Will investigate Chernarus later too

[Commit by @miksuu on 06/03/2020]

-- Remove Humvee Avenger from the start vehicle list

[Multiple commits by @miksuu on 10/03/2020 and on 21/03/2020]

-- Fix Takistani Blufor having only four Soldier slots

[Commit by @miksuu on 22/03/2020]

**-- Fix Soldier slot description on Takistan **

**-- Change a spec ops slot to a soldier one **

Let me know if there's any further issues with the slots

[Multiple commits by @miksuu on 26/03/2020]

-- Fix artillery reload timings on the stringtable (that shows in the game)

[Commit by @miksuu on 31/03/2020]

Next up on the task list (available in #trello-tasklist ):

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