v1.6.2-414th
Pre-release
Pre-release
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319 commits
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since this release
Retribution v1.6.2 (414th)
Features/Improvements
- [SCAR] Strike Coordination and Reconnaissance is now a fully playable flight type against a moving high-value target: a signature convoy that flees with decoys and clutter (a discrimination puzzle), a command vehicle, and proximity-gated movement that starts the chase only once the package arrives. A commander-capture path uses a finite pool of purchased SOF inserted by C-130 airdrop, with a stranded-SOF CSAR recovery loop and enemy command-post intel fog. Default ON for new campaigns.
- [Mission Generation] DEAD and SEAD flights against a ground target now get one waypoint per individual target (with coordinates, matching the kneeboard), and the SEAD/DEAD kneeboard target list gains an "STPT" column. AI plain-SEAD reworked to loiter at a standoff orbit and engage reactively, and AI DEAD flights receive the best available standoff/PGM loadout.
- [Kneeboard] New recon kneeboard pages — target reconnaissance, a friendly-packages coordination list, and a package-targets theater map. Basemap tiles are fetched once at mission generation and cached under Saved Games; on offline or locked-down networks the pages fall back automatically to an offline coastline basemap (the cache is safe to delete).
- [Plugins] ATIS for player flights via a MOOSE voice-ATIS plugin (per-airfield frequencies and spoken reports). Self-documenting Lua plugin options with a label/doc pass across plugins.
- [Map] Carrier/LHA ship groups and blue non-carrier ships appear on the campaign map with their air-defense rings; hovering a SAM/detection ring highlights its emitter (and vice versa); enemy IADS links are coloured by kind and state.
- [UX] Bulk-set altitude across a flight's en-route waypoints and step the per-waypoint altitude editor by 1000 ft; configurable altitude scatter band and patrol floor. Improved fast-forward with combat-skip and a "Player at IP" stop condition.
- [Planner] Opt-in, per-side auto-planner target unpredictability — weighted-random reordering of opportunistic offensive targets so the enemy stops hitting the same things every turn (reactive threat response stays deterministic).
- [Target Intel] The Approximate target-location cue offset is tightened to 1-3 NM, so players still have to visually acquire but aren't sent hunting across the map.
- [Plugins] CTLD updated to ciribob 1.6.1.
- [Cleanup] Removed the upstream Pretense campaign generator (unused by the 414th fork).
Fixes
- [Mission] Fixed a
woCharacterHumansim crash caused by orphaned civilian-helo spawns (civilian traffic is now airfields-only with deferred orphan despawn, and kept clear of the active battle). - [Debrief] Player despawns are no longer counted as combat losses, and untracked ground-unit deaths are summarised in one log line.
- [New Game] Fixed a crash creating a new game from a malformed settings JSON member, and stopped seeded plugin-option defaults being dropped when merging campaign settings.
- [Mission Generation] Fixed crashes planning a strike against a fully-destroyed objective (divide-by-zero), the "Fix TOTs automatically" action, and player ground-start flights spawning in the air.
- [Performance]
is_on_land/is_in_seanow test a prepared MultiPolygon, cutting ground generation from ~7 minutes to seconds. - [UI] Player cold-start CAP is no longer flagged in the past-start-times warning.
- [Server] Bounded uvicorn's graceful shutdown so the app can no longer hang on exit.