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Releases: leka1986/Lekas-Foothold

Foothold v4.5.0

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@leka1986 leka1986 released this 07 Aug 12:51

Foothold Mission

  • Added persistent Career Achievements that follow players across mission restarts and different Foothold maps.
  • Added achievement ladders for flight time, takeoffs, landings, carrier operations, combat, refueling, supply delivery, warehouse logistics, CTLD construction, troop operations, CSAR, and shop activity.
  • Added aircraft-specific flight careers for supported fixed-wing aircraft, helicopters, transport aircraft, and warbirds.
  • Added special achievements for Hornet and Tomcat carrier traps, Harrier Tarawa landings, Corsair carrier landings, and C-130 airdrop operations.
  • Added separate fixed-wing and helicopter ground-kill achievements.
  • Added separate fixed-wing and helicopter air-kill streak achievements that reset when the pilot dies.
  • Added humorous achievements for ejections, pilot deaths, and friendly fire. These achievements do not award credits.
  • Added achievement credit bonuses that increase with each achievement level and are paid through the normal landing reward flow.
  • Added coalition-wide achievement announcements with a dedicated sound.
  • Added a new F10 Career menu with overview, flight, combat, logistics, and aircraft-specific progress.
  • Changed landing achievements so only valid reward landings count, including carrier landings.
  • Expanded the rank ladder to 20 ranks and 540,000 total credits, ending with General of the Air Force.
  • Changed Red Director package timing so package elements can take off sooner and follow each other more closely.
  • Changed AI Logistics to appear at the bottom of Stats and Settings with localized Currently On and Currently Off status text.
  • Updated Iraq and CWG radio frequencies on MI-24P
  • Fixed issue with Sinai
  • Fixed issue with Normandy, menus did not work after spawn.

Config Manager v1.9.1

  • Added search for settings, names, and comments with automatic navigation.
  • Added Lua syntax checking and safer repair handling.
  • Fixed duplicate table keys and malformed table updates.
  • Improved loading, refresh speed, caching, and stability.
  • Added persistent green NEW markers for newly available aircraft and restricted weapons.
  • Changed active-era updates to preserve player choices and add new entries as commented options.
  • Improved zoom support, highlighting, and editor navigation.

Manual

  • Updated ranking tree
  • Fixed typos
  • Bumped manual version to 2.1

Foothold v4.4.5

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@leka1986 leka1986 released this 02 Aug 04:09

Supplies And Storage

  • Added stored supplies to Foothold zones.
    • Zones that do not produce supplies can still store supplies delivered by players.
    • Stored supplies can be collected again until the zone consumes them.
    • Player-delivered supplies can exceed the zone’s automatic production limit.
  • Added supply storage to CTLD FARPs.
    • New CTLD FARPs begin with the configured number of supplies.
    • Loading or delivering supplies updates the FARP’s [SUP] count.
    • Saved CTLD FARPs retain their supplies after a restart.
  • Changed the Add 3 Supplies shop item to support Foothold zones and CTLD FARPs.
  • Added configurable automatic supply limits.
    • Normal zones produce between 1 and 3 supplies and default to 1.
    • [WH] zones produce between 3 and 6 supplies and default to 6.
    • CTLD FARPs begin with between 1 and 3 supplies and default to 1.
    • These limits only stop automatic production. Delivered supplies can still exceed them.
  • Changed supply production at damaged or incomplete zones.
    • A damaged zone produces supplies more slowly.
    • The additional delay is limited to ten minutes, preventing newly captured zones from taking excessively long to produce supplies.
  • Added Resupply! to Blue zones that do not have enough supplies for their remaining repairs and upgrades.
    • Resupply missions remain active until the zone has enough supplies for the work still needed.
  • Fixed some zones remaining stuck at 0% supply production.

Repairs And Upgrades

  • Added timed repairs, rebuilding, and installation for Red and Blue ground forces.
    • Repair time depends on how many units are missing.
    • Missing SR, TR, and STR units take longer than normal units.
    • A zone can work on as many as two repairs or upgrades at the same time.
    • Active work and its remaining time are saved across mission restarts.
  • Changed Red repairs to begin after supplies arrive.
    • Red has no additional base time because it must first wait for a supply delivery.
    • Each missing normal unit takes 1 minute.
    • Each missing SR, TR, or STR takes 3 minutes.
    • A complete repair or installation takes no more than 20 minutes at normal scaling.
    • If players completely destroy a SAM while it is being repaired, the repair is cancelled. Another supply delivery is required to construct it again.
  • Changed Blue zones to repair and upgrade using their stored supplies.
    • A normal zone using self-produced supplies takes 15 minutes, plus 2 minutes for each missing normal unit.
    • A [WH] zone using self-produced supplies takes 5 minutes, plus 2 minutes for each missing normal unit.
    • Each missing SR, TR, or STR takes 3 minutes instead of the normal 2 minutes.
    • Supplies delivered by players, CTLD, airdrops, Add 3 Supplies, or Resupply Friendly Zone have no base time. Only the missing-unit time is applied.
    • The Blue base time exists because Blue can consume supplies already stored at the zone, while Red must first receive a supply delivery.
    • These times apply when Blue uses stored supplies. Existing Blue AI supply deliveries keep their normal direct-upgrade behavior.
  • Changed zone labels to show repair and upgrade progress more clearly.
    • Incomplete zones show their active group count beside the zone name.
    • Repairs and upgrades appear on separate lines.
    • Damaged-group health is shown until its repair begins.
    • Enemy Intel can show which SAM or defence is being repaired or installed.
  • Added messages when Red begins, reaches halfway through, completes, or loses a SAM repair.
    • General Red defences use shorter messages without the SAM warnings.
    • Active Intel reports the completion instead when players have Intel on that zone.
  • Fixed pending repairs incorrectly increasing the displayed number of active groups.
  • Fixed some repaired groups failing to return under the correct group template.

Red Air Operations

  • Changed Red to maintain both defensive and offensive CAP when both are needed.
    • Red keeps at least one Patrol CAP for its territory and one Attack CAP for pressure over Blue territory.
    • Remaining CAP can still be shared between Patrol and Attack where it is needed most.
  • Added primary and secondary defensive priorities for Red.
    • Red considers player activity, recent captures, damaged infrastructure, weak SAM coverage, available supplies, and important zones.
    • Existing Patrol and supply aircraft are directed toward these areas without increasing aircraft limits or shortening normal spawn timers.
  • Added an emergency option for Red to use an available Attack CAP aircraft as a defensive Patrol.
    • This is used only when no Patrol is active or preparing.
    • The aircraft returns to its normal Attack role after landing, being lost, or completing the temporary assignment.
  • Changed restored Red CAP after a mission restart.
    • Defensive Patrol is requested first.
    • Attack CAP follows shortly afterward.
    • Normal CAP limits and recurring spawn timers remain unchanged.
  • Changed Red aircraft spawn safety.
    • Fixed-wing aircraft avoid spawning within 15 NM of a Blue aircraft.
    • Helicopters retain the shorter 5 NM safety distance.
  • Changed Red SEAD planning to consider only relevant Blue radar systems.
    • Patriot, HAWK, and NASAMS radar units can create a SEAD requirement.
    • Short-range infrared systems no longer cause unnecessary SEAD missions.
  • Added enemy airstrikes to be handled by the director
    • Red chooses a suitable launch area and target from the current focused area.
    • Airstrikes can approach from different directions instead of always starting from the same place.
    • Mission messages show where the strike was spotted and its probable target.

CAS And SEAD Missions

  • Changed CAS objectives to require a random 80–100% of the eligible targets, with a minimum of five.
  • Changed CAS missions so they are no longer won by whichever player finishes first.
    • Every surviving participant who contributes can receive a reward.
    • The reward pool is based on qualifying kills and divided by each player’s contribution.
  • Changed SEAD rewards to use qualifying SAM kills.
    • Every surviving participant who contributes can receive a reward.
    • The reward pool is based on the number of qualifying kills and divided by contribution.
  • Changed completed CAS and SEAD missions so qualified players who have already landed receive their rewards automatically.

Joint Missions

  • Expanded Joint Mission parties to support between two and four players.
    • Parties remain visible and joinable until they are full.
    • The menu shows the host’s name and the current party size.
  • Added automatic party-host transfer.
    • If the host leaves, the next party member becomes the host.
    • Short disconnects and slot changes retain the existing rejoin period.
  • Changed Joint Mission rewards so every eligible party member is handled consistently.
    • CAS, SEAD, runway strikes, and other supported mission rewards use the same shared party logic.

Intel, JTAC And CSAR

  • Added enemy repair and installation progress to active Intel.
  • Changed purchased Intel so its updates are no longer suppressed by an active JTAC.
    • Recon missions retain their existing behavior.
  • Improved Self JTAC tracking.
    • Moving targets are tracked more accurately.
    • Targets can be reacquired more quickly after the player turns back toward them.
    • Lasing, target-loss, and no-target messages update correctly.
  • Fixed configured fixed-wing CSAR aircraft not causing nearby pilots to approach.
    • This includes aircraft such as the C-130J-30 and WWII aircraft configured for CSAR.
  • Changed Blue GCI group names to include their home zone.

Config

  • Added separate Supply Speed Scaling for Red and Blue.
    • This controls AI supply mission timers and automatic supply production.
    • 1.0 uses normal time.
    • 0.5 takes half the normal time.
    • 1.5 takes 50% longer.
    • It does not change repair or installation time.
  • Added separate Repair Time Scaling for Red and Blue.
    • This controls repair, rebuilding, and installation after supplies are available.
    • 1.0 uses the normal times listed above.
    • 0.5 takes half the normal time.
    • 1.5 takes 50% longer.
    • The maximum repair time is scaled by the same value.
    • It does not change supply production, dispatch, or travel time.
  • Added Config Manager choices for normal-zone, [WH], and CTLD FARP supply amounts.
  • Added the supply and repair scalers to the Config Manager with separate Red and Blue controls.
  • Added the same normal-zone, [WH], supply-speed, and repair-time settings to the WWII Config.
    • The WWII Config does not include CTLD FARP supplies because WWII does not use CTLD FARPs.

Fixes And Performance

  • Fixed Red SAMs remaining hidden from aircraft displays when Hide SAM on MFD was disabled.
  • Reduced repeated work during zone updates, supply recovery, automatic suspension, CAP planning, JTAC tracking, AWACS planning, and group checks.
  • Changed several large checks to run in smaller stages, reducing periodic CPU spikes.

New manual

  • Manual version 2.0

Foothold v4.4.1

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@leka1986 leka1986 released this 28 Jul 04:19
  • Fixed a bug where some zones stuck on [SUP] 0/1 ... 0%
  • Add 3 supplies to a zone will now show CTLD zones.
  • Add supplies logic to CTLD Farps. 1 supplies by default when CTLD farp is created.
  • Micro optimizations.
  • Changed the shop name from Make a zone a logistic Center to Build Logistic Center
  • [WH] zones now carry 12 supplies.
  • Config change
    • Added 3 new config options under Logistics / Warehouse
    • Normal Zone supply Capacity, 1-3
    • Warehouse Supply Capacity, 3-12
    • CTLD FARP Starting Supplies 1-3

Foothold v4.4.0

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@leka1986 leka1986 released this 27 Jul 02:10

The Director

  • Added new campaign logic that controls how Red plans and supports its attacks.
  • Changed Red to focus its forces on selected parts of the frontline instead of launching separate missions against random zones.
  • Added coordinated attacks where CAP can provide cover, SEAD can clear the route, and CAS, helicopters, ground forces, artillery, and supplies can support the main attack.
  • Changed Red to consider player activity, SAM coverage, damaged zones, available aircraft, supplies, recent captures, and important areas before starting an attack.
  • Changed Red CAS so aircraft will avoid attacking through long-range SAM coverage. Red may send SEAD first or use helicopters and ground forces instead.
  • Changed Red CAP to protect active fronts and respond to player activity instead of repeatedly covering the same area.
  • Added the ability for Red to change targets, redirect aircraft, delay an attack, use a diversion, or stop an operation when the situation changes.
  • Added backup AI groups and routes when an operation does not have a suitable preplaced option.
  • Changed Red spending so zone upgrades, mass attacks, and Strategic Bombers are purchased based on what is happening in the campaign.
  • Changed Blue-generated Attack, Capture, CAS, SEAD, DEAD, Recon, and Runway Strike missions to follow the active front.
  • Added Blue campaign logic when blue AI is present to be more relevant where the players are.
  • Added saving for active operations, previous targets, campaign results, and front priorities.

CAS And SEAD Missions

  • Changed CAS missions so they are no longer won by whichever player finishes first.
    • Each qualifying kill adds 30 credits to the mission reward pool.
    • The entire reward pool is divided between surviving participants according to their qualifying-kill contribution.
  • Changed CAS objectives to randomly require between 80% and 100% of the eligible ground targets in the selected zone, with a minimum of five targets.
  • Added additional CAS missions based on the number of players.
    • Two CAS missions are available normally.
    • Three are available with at least three active players.
    • Four are available with at least six active players.
  • Added up to two simultaneous SEAD missions at different zones.
    • Each qualifying SAM kill adds 50 credits to the mission reward pool.
    • The entire reward pool is divided between surviving participants according to their qualifying-kill contribution.
  • Changed completed CAS and SEAD missions so qualified players who have already landed receive their rewards automatically.

Supply And Logistics

  • Added ready-supply production to blue and red zones.
    • At default settings, a normal zone prepares one supply every 20 minutes. and can hold 1 supply.
    • A Logistic Center [WH] prepares one supply every 10 minutes and can hold 3 supplies.
    • Players can bring supplies from other zones and stockpile them so that front line have more supplies.
    • Damaged or missing units in a zone will effect the speed of the production.
  • Changed AI supply missions to require ready supplies before launching.
    • Each supply mission that goes out from a zone will consume one supply.
    • Buying resupply friendly zone will not consume supply from their origin zone.
  • AI supply missions will prioritize zones based on missing units, damaged units, frontline position, neutral zones, waiting time, existing deliveries, and current campaign priorities.
  • Blue zones will now self repair and self upgrade if supplies exist in the warehouse.
    • One ready supply is consumed, and the work takes five minutes by default.
    • Repair or upgrade progress is shown on the F10 map.
  • Added a 30-second player priority when the supply is ready, so player have a chance to pick the supply instead of the AI.
  • Consumption of supplies, when players pick supplies from the zone can be toggled off in the config PlayerZoneSuppliesConsumeStock.
    • Returning or removing the supply restores it to the source zone.
    • Carrier and dynamic FARP supplies remain unlimited (for now)
  • When players deliver supplies to a friendly zone, that zone will start the upgrade / repair process.
  • Changed the C-130J-30 and Hercules to carry up to three supplies when WarehouseLogistics = false.
    • Added load and unload choices for one, two, or three supplies.
  • Added a radio-menu option to enable or disable regular Blue AI logistics when allowed by the config.
  • Progress of the supplies in each zone are stored.

Shop And Zone Upgrades

  • Added an Add 3 Supplies shop option.
    • Costs 750 credits and requires rank 2.
  • Added a GCI station zone upgrade.
    • Costs 500 credits and requires rank 3.
  • Added EWR, Logistic Center, and Add 3 Supplies options to the WWII shop.
    • EWR costs 1,000 credits and requires rank 2.
    • Logistic Center costs 2,000 credits and requires rank 1.
    • Add 3 Supplies costs 750 credits and requires rank 2.
  • Changed purchased supply missions to use a suitable nearby airbase, Logistic Center, or FARP when available.

Aircraft And Player Support

  • Added F-14BU DynamicSpawn template.
  • Added F-14BU to the config.
  • Added F-14BU and F-14A variants to show the Carriers bearing when players uses "Get closest friendly airbase".
  • Added F-4E BRU-42, GBU-24E. and SUU-23 in the weapons list.
  • Added configurable player-escort altitude.
    • The escort can follow at the same altitude or between 1,000 and 10,000 feet above the player.
  • Changed player escorts to use consistent air-to-air engagement settings while escorting, orbiting, and rejoining.
  • Added alerts and a flashing F10 outline when a Blue zone comes under attack.

Config

  • Added new supply settings to both the normal and WWII configs.
    • ZoneSelfRepairAndUpgradeTime controls how long a Blue zone takes to repair or upgrade itself using one ready supply. The default is 300 seconds.
    • PlayerZoneSuppliesConsumeStock controls whether player-picked Zone supplies consume ready stock.
  • Added RadioMenuStopSupplies to the normal config.
    • This allows players to enable or disable regular Blue AI logistics from the radio menu.
  • Added the new shop prices and rank requirements to the normal config.
    • Add 3 Supplies: 750 credits, rank 2.
    • GCI station: 500 credits, rank 3.
  • Added the new shop prices and rank requirements to the WWII config.
    • EWR: 1,000 credits, rank 2.
    • Logistic Center: 2,000 credits, rank 1.
    • Add 3 Supplies: 750 credits, rank 2.

Performance And Fixes

  • Changed zone maintenance to run in smaller waves, reducing large periodic CPU spikes.
  • Changed supply-cargo tracking to reduce repeated checks and unnecessary logging.
  • Fixed Zone supply cargo not always being detected correctly inside supply zones.
  • Fixed JTAC smoke requests failing when no target is currently assigned.
  • Fixed stale CSAR proximity and hover tracking remaining after a pilot was rescued.
  • Fixed dynamically spawned GCI aircraft reusing occupied radio channels.
  • Fixed naval supply and battleship groups spawning or restoring too close to shore.
  • Fixed supply mission would display when there was only 1 blue zone.

Foothold Config Manager

  • Added full config Preset support for each saved server instance.
    • Store the current config, switch Presets, update them, rename them, or delete them from the new Presets menu.
    • Each instance can store up to three Normal Presets and three WW2 Presets.
    • Normal and WW2 Presets are managed separately.
    • The active Preset is clearly marked and kept updated when the config is saved or a backup is restored.
    • Switching Presets validates the selected config and backs up the current config before replacing it.
  • Added support for importing older Presets.
    • Older value-only Presets can be converted into full config Presets without changing the original files.
  • Changed MIZ and config-file imports to support stored Presets.
    • The active Preset is updated automatically.
    • Other stored Presets can also be selected from the import preview.
    • Selected Presets are backed up before being updated.
  • Added recovery options when a saved instance can no longer find its config.
    • Select another config, switch between the Normal and WW2 config in the same folder, install a config from a MIZ, or remove the saved instance.
    • Removing an instance does not delete its config file.
  • Added live supply restock timer previews to the Red and Blue Supply Speed Scaling controls.
    • The Manager shows the resulting normal-zone and [WH] restock timers for both the Normal and WW2 configs.
  • Added clear Locked notices when a setting is unavailable because of another selected option.
    • Conflicting settings are disabled automatically and show why they are locked.
  • Added escort altitude selection to the escort configuration.
    • Escorts can follow at the same altitude or between 1,000 and 10,000 feet above the player.
  • Changed Open file location to appear under the Manage menu to make room for the new Presets menu.

Foothold v4.3.5

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@leka1986 leka1986 released this 17 Jul 12:28

Shop & Logistics

  • Fixed the LogisticCenter zones, still showing [WH] all though the zone is lost.
  • Changed LogisticCenter shop menu to show active friendly zones that are not already LogisticCenters.
  • Added the LogisticCenter Shop item to the new shop style, one flow purchase.

Strategic Bombers & Air Operations

  • Bombers will now at 30 NM from TGT, increase their speed to 550 IAS. at 25 NM from TGT, they will climb to 30.000. Ingress is at 20 NM.
  • Changed bomber escorts and enemy interceptors to remain active after the bomber is killed and clean up after landing.

Intel & Recon

  • Replaced the modern shop item Intel with Satellite Intel.
  • Changed completed Recon missions to describe an airborne reconnaissance pass and data analysis, with intelligence available for 10 minutes.
  • Added Operational Intelligence for Normandy, using reports from agents and field units instead of satellites.
  • Changed shop configuration descriptions to match Satellite Intel and Normandy Operational Intelligence.
  • Fixed SA-11 Intel reports identifying the destroyed SnowDrift as a TR; reports now say SnowDrift destroyed.
  • Changed SA-11 repair reports to identify the repaired SnowDrift correctly.
  • Added localized SnowDrift destruction wording across all supported languages.
  • Added new audio for Intel and Intel short, one with mapmarker update and one without.

Aircraft Templates

  • Added four Vietnam-era L-39C CAS templates covering rocket and bomb loadouts in one-ship and two-ship formations.
  • Added a Vietnam-era L-39C R-3S CAP template.

Normandy

  • Fixed some zones was not in the supply zone names list.
  • Changed Normandy interceptor warnings to use the WWII-appropriate term Jerries instead of jets.
  • Changed generated resupply missions to ignore carrier zone.
  • Added artillery reports showing both the origin and destination of the mission.
  • Added localized Normandy artillery reporting across all supported languages.
  • Removed Advance Capture from Normandy.

Foothold Manager new version

  • Version bumped up to 1.8.2
  • Added a failsafe if the end user did not apply the new config so mission do not crash.
  • Added a warning on screen for 2 minutes after the mission start if old config is being used.
  • DCSServerBot will now have a warning like old Moose, if the Foothold config is outdated.
  • Redesigned The manager flow when the person opens the manager for the first time.
  • Redesigned the button "Import miz config" and "Import Lua config" into one button, "Update Config"
  • Added a new button "Manage", with 3 options, "Add instance", "Rename instance" and "Remove instance"
  • Fixed issue where diffculty advance settings ware not kept while "Import miz config".
  • Reduced Medium levels on "Red CAP limit", "Red CAS limit", "Red SEAD limit", "Runway Strike mission".
    • The goal is to reduce the total amount of planes inAir.
  • Added Backup of old config when applying Update Config.

Adjustments

  • Added a jitter on the timer so when 1 plane dies, the next don't spawn short after.
  • Changed CAP patrols to remain on station for a random 15-30 minutes before proceeding to land.

CTLD

  • Updated CTLD to fix packing, removal, and nearby-unit checks using outdated MOOSE coordinate handling.
  • Updated CTLD to Fix nearby-group searches being restricted to BLUE instead of using the configured coalition.

Youtube tutorial

Foothold v4.3.2

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@leka1986 leka1986 released this 12 Jul 09:24

Changed

  • Changed BLUE strategic bombers to accelerate to 550 knots and climb to 30,000 feet before their attack run.
  • B-52H Strategic bomber is now allwed in Vietnam era.
  • Buying smoke, There is a chance that group will move 150-400 meters in random direction.

Fixed

  • Fixed Cold War and Vietnam point-defence upgrades using inconsistent templates across missions and shop purchases.
  • Fixed Cold War and Vietnam point-defence upgrades incorrectly including a C-RAM unit.
  • Fixed Vietnam BLUE AWACS flights incorrectly using E-3A aircraft instead of E-2Ds.
  • Fixed Vietnam BLUE armor upgrades using Cold War or modern templates.
  • Fixed strategic-bomber escorts failing to remain with the bomber while engaging enemy aircraft. ( 4.3.1 )
  • Fixed Script error in Caucasus while in Vietnam era.

Added

  • A-4E-C / OH-6A / Bronco in the weapons category without AllowMods to work with Vietnam era.

Foothold v4.3.1

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@leka1986 leka1986 released this 10 Jul 18:05

New update 4.3.1

  • Fixed Strategic Bomber AI Escorts not engaging enemy aircraft.
  • Fixed AI Escorts returning home instead of orbiting with a holding Strategic Bomber.
  • Fixed Player Escort detection when approaching a Strategic Bomber from below.
  • Added runway length varification when getting closest friendly airbase so it only returns valid runways.
  • Updated the manager to keep your callsign edits.

End of 4.3.1

Vietnam Era

  • Added Vietnam Era to Afghanistan, Caucasus, Cold War Germany, Iraq, Kola, Persian Gulf, Sinai Extended, Sinai North, and Syria.
    • Vietnam uses separate Foothold saves from Modern and Cold War.
  • Added Vietnam-era units.
    • Infantry, armor, artillery, AAA, aircraft, helicopters, convoys, and naval groups use Vietnam-era replacements.
    • CAP, CAS, SEAD, runway strike, helicopter support, and supply missions use era-appropriate aircraft and weapons.
  • Changed shops and logistics to use Vietnam-appropriate options.
    • Modern-only shop items and CTLD units, including JTAC and decoy units, are unavailable in Vietnam.
    • Carriers are disabled in Vietnam, while FARPs remain available.
  • Added allowedPlanesVietnam, allowedPlanesRedVietnam, and restrictedWeaponsVietnam to the Foothold Manager.
    • These tables are visible only when the selected Era is Vietnam.

Strategic Bombers

  • Added Strategic Bombers to Afghanistan, Caucasus, Cold War Germany, Iraq, Kola, Persian Gulf, Sinai Extended, Sinai North, and Syria.
    • Modern uses the B-1B Lancer, while Cold War uses the B-52H Stratofortress.
    • Strategic Bombers are unavailable in Vietnam.
    • Strategic Bombers cost 1,500 credits and require rank 6.
  • Added target and AirSpawn selection when purchasing a Strategic Bomber.
  • Added Player Escort and AI Escort options.
    • Player Escort: The bomber spawns above the selected AirSpawn and orbits while waiting for the player.
    • Remain within 2 NM and 2,000 ft of the bomber for one minute. If no active high-altitude SAM threatens the target, the bomber begins its attack automatically.
    • AI Escort: Fighters accompany the bomber automatically. The attack begins immediately unless an active high-altitude SAM threatens the target.
    • The bomber can also be pushed manually from the radio menu under Dynamic Control.
  • Added hostile interceptor responses.
    • Interception chances depend on the selected CAP difficulty.
    • Easy has a 10% chance, Medium has a 50% chance, and Hard has an 80% chance.
  • Added a Player Escort reward.
    • When the bomber lands safely, qualified escorts share a reward of 1,000 credits.
  • Added consequences when the Strategic Bomber is lost.
    • The coalition loses 500 credits, and the bomber remains unavailable for one hour.
  • Added Player Escort voice recordings by @traveller1045.

Foothold Manager

  • Added checkbox controls for all configurable aircraft and Red air-defense units.
    • Aircraft available for CAP, CAS, SEAD, runway strike, CAS helicopter, and supply helicopter roles can be enabled or disabled individually.
    • Individual Red SAM, SHORAD, AAA, and MANPAD systems can be enabled or disabled.
  • Added Era presets for aircraft and Red air defenses.
    • Selecting Modern, Cold War/Gulf War, or Vietnam can update all compatible aircraft and air-defense checkboxes after confirmation.
    • Aircraft checkboxes show which Eras each aircraft supports.
  • Fixed removed weapons continuing to appear as available choices in the Config Manager.

SAM Placement

  • Added support for spawning SAM units at preplaced map locations.
    • On the Sinai maps and Cold War Germany, launchers and TR/SR/STR units use their designated positions.

Kola

  • Changed Kola to use the current Foothold logic shared by the other maps.
  • Changed Kola to use the same fresh-start zone randomization as the other maps.
  • Changed Kola to a new save-file version.
    • A clean start is required because older Kola saves are incompatible.

Normandy

  • Changed Normandy airfields to remove non-WWII aircraft when the mission loads.
  • Added preconfigured AI aircraft extra-weight controls to Foothold Config WW2.lua.
    • Extra weight can be used to reduce AI aircraft flight performance when needed.
  • Fixed missing Logistics menu.
  • Fixed a crash when unloading supplies.
  • Fixed valid ground-unit spawns being rejected by terrain validation.

Foothold Performance And Fixes

  • Changed all Foothold missions to remove the Escort Friendly Cargo Plane event.
  • Fixed an issue in Caucasus where players starting from Tbilisi could not purchase a Capture mission to Lima.
  • Fixed a missing-target error in Afghanistan.
  • Fixed a brief server stutter when players landed.
  • Changed Foothold saving to process zone data in smaller batches, reducing save-related server stutters.
  • Changed ground unit checks to run across multiple update cycles instead of checking every zone at once, reducing periodic CPU spikes.
  • Changed active aircraft checks so one of three groups is processed every 10 seconds instead of processing every aircraft together, reducing CPU spikes when many aircraft are airborne.
  • Added a new kneeboard created by @nighttry.
  • Changed mission images to use smaller file sizes across all maps, including Normandy.

Updating Existing Saves

Existing saves on all maps except Kola must be upgraded once. Kola requires a clean start.

  1. Place a map marker and enter upgradeallred.
  2. Wait for the process to finish.
  3. Place another map marker and enter upgradeallblue.
  4. Wait for the process to finish.

Foothold v4.2.5

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@leka1986 leka1986 released this 30 Jun 16:21

Added

  • Added support for more Splash Damage weapons, including more bombs, missiles, rockets, and ground-fired ordnance.
  • Added EWRS aircraft names for WWII aircraft for friendlies, including Mustang, Spitfire, Thunderbolt, Corsair, Bf 109, FW 190, Mosquito, Skytrain, Ju 88, and La-7.
  • Added to the **Foothold Config WW2.lua WWII-style EWRS altitude reports using Low, Medium, and High callouts.

Changed

  • Changed Splash Damage values for several WWII and modern weapons to better match updated explosive data.
  • Changed Splash Damage larger weapon-impact explosions to be enabled by default.
  • Changed selected Mk 82, Mk 84, GBU, and AGM-130 weapons so larger impact effects do not create oversized secondary explosions.
  • Changed selected penetrator and bunker-buster style weapons to use blast behaviour better suited to their warheads.
  • Changed several anti-tank missiles and guided rockets to use more focused shaped-charge damage behaviour.
  • Changed Splash Damage tracking to wait until falling weapons are closer to the ground before doing extra impact checks, reducing unnecessary work on high-altitude drops.
  • Changed Normandy zone suspension so distant zones stay suspended further away from the front line, improving performance on the Normandy map.
  • Changed Normandy red AI aircraft so spawned red fighters, bombers, bomber escorts, and interceptors carry extra internal weight to reduce unrealistically strong energy performance.
  • Changed Normandy red aircraft spawn handling so restored in-air groups and newly spawned red aircraft use the same extra-weight behaviour.
  • Removed UH-60L, UH-60L DAP, Hercules, and KC-130J from the Normandy Airfields.
  • Changed Carrier Navigation defensive engagement range from 20% to 40%.
  • Changed EWRS friendly picture default limit from 5 to 3 contacts.
  • Changed friendly EWRS contacts with no known aircraft type to show Unknown instead of Bogey.

Fixed

  • Fixed Ground Escort accept/deny menus staying available after the escort destination was captured before the mission was accepted.
  • Fixed Escort mission menus Accept / deny would remain although the target zone is now blue.
  • Fixed EWRS settings changed in helicopters carrying over to fixed-wing aircraft when no aircraft-specific EWRS profile had been saved yet.
  • Fixed aircraft without saved EWRS changes using aircraft defaults instead of inheriting previous helicopter settings.
  • Fixed EWRS profile separation so helicopter and aircraft settings remain independent until each category is changed by the player.
  • Fixed Cold War MiG-29 escort and interceptor loadouts using R-27 missiles instead of R-73 missiles.
  • Fixed a Splash Damage error that could happen when a weapon impact did not have matching weapon data.
  • Fixed Splash Damage ground-ordnance tracking so heavy artillery fire is handled more reliably.
  • Fixed AIEN counter-battery errors caused by Normandy artillery units missing range data.
  • Fixed Navy Artillery completion handling when all assigned fire missions are finished.
  • Fixed F-4E bomb loadouts using outdated fuzing presets across supported missions.

Manager

  • Added possibility to change Callsigns in the WelcomemMessage section.
  • Changed Save and Undo button states so Save only highlights when there are unsaved changes, while Undo can remain available after saving.
  • Changed Save hover behaviour so it stays neutral when there is nothing to save.
  • Changed editable grid cells so clicking an already selected editable cell starts editing faster.
  • Fixed Undo behaviour for editable table cells, including callsign/IFF values.

Thanks to @stevey9062 for the work on the SplashDamage script!

https://github.com/leka1986/Lekas-Foothold/releases/tag/v4.2.5

Foothold v4.2.0

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@leka1986 leka1986 released this 23 Jun 20:40

Normandy 5.1

  • Missing Logistic menu Fixed
  • Crash when a zone is neutral / captured due to missing AWACS logic Fixed
  • Crash when CTLD script is not loaded Fixed

Release 4.2.0

Added

  • Added Advance Capture, a new shop option that lets players send capture support before an enemy zone is fully neutral.
  • Added support for helicopters, transport aircraft, and ground convoys.
  • Added a configurable threshold for when Advance Capture becomes available.
  • Added messages when Advance Capture becomes available.
  • Added save and restart support for Advance Capture missions already in progress.
  • Added automatic return-home behavior if the enemy repairs the zone before it can be captured.
  • Added an EWRS report style option, with Style 1 preserving the current format and Style 2 using compact separator-based contact lines.
  • Added player-selectable EWRS report style through the F10 EWRS group settings menu.
  • Added hostile-only Merged tagging for Style 2 contacts under the configured merge range.
  • Added ewrs_defaultReportStyle and ewrs_mergedRangeNm config options.
  • Added localized EWRS labels for the new report style menu, compact contact format, compact friendly divider, and Merged tag.
  • Added direct latitude/longitude coordinates to saved CTLD-deployed ground groups for SITAC map integrations.
  • Added runway course to Get Closest Airbase reports.
  • Extended Foothold Watchdog to report the group that caused a Foothold crash.
  • Added KA-50_III Door check to Moose.
  • Added New config Category, F10 map.
    • Option to change the arrows between the zones to dotted lines.
    • You can also choose to have them Dynamic colors or always white.

Fixed

  • Fixed several issues on the Iraq map.
  • Changed Recon missions to use planes only.
  • Improved supply helicopter behavior.
  • Escort missions now start for helicopters inside a zone when that zone is captured.
  • Hunter now also reacts to air kills, with a random threshold between 4 and 8 kills.
  • Corrected Ka-50 CTLD handling.
  • Fixed Carrier Navigation after mission restart, where carriers could turn endlessly near a waypoint.
  • Fixed multicrew flight-time reward/stat handling so flight time is not credited twice.

Normandy

  • Updated Normandy WWII to the current Foothold standard while keeping its custom WWII logic created by @sevenfifty777.
  • Shared more mission logic with the main Foothold codebase.
  • Updated Moose.
  • Removed F-14 and F-100D from all warehouses.
  • Added randomized groups in each zone on every fresh start.
  • Added performance optimizations from the latest ZoneCommander work.
  • Added new config, Foothold Config WW2.lua
    • The new config is very much trimmed to have only what is valid and useful.
  • Added Localization like all the other missions.

Manager

  • Added NEW markers after importing a MIZ or config file, so newly added settings and rows are easier to find.
  • Added support for dual configs, including the WW2 config used by Normandy.
  • Added Restore Defaults support for config files, not only MIZ defaults.
  • Added first-time setup to help place the config in Missions\Saves.
  • Added MissionScripting.lua desanitize check and apply support.
  • Added GitHub and Discord links in About.
  • Changed Import Config File to work like Import MIZ Config: the selected config is used as the new base while keeping the current server values where selected.
  • Standardized aircraft and weapon list imports so kept lists are rewritten into the active/inactive bucket format instead of staying as compact one-line tables.
  • Added a new list editor for aircraft and weapon lists, letting you move items between active and inactive instead of deleting and re-adding them.
  • Fixed scrolling in the Forbidden Weapons inactive list.
  • Fixed an import/save edge case where an unfinished Lua table could break the config.
  • Copy To now respects Normal vs WW2 config type and warns when the matching target config is missing.

Caucasus

  • Added 25 new zones.
  • The mission now has multiple paths instead of a linear route.
  • Changed the starting position to Anapa.
  • Added a new save file name. Existing progress is not compatible and will restart with this mission.
  • Updated all waypoints, Up to 61.
  • Removed Waypoint Kneeboard

Note

  • Current zoneCommander is zoneCommanderv2.lua
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Foothold v4.1.7

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@leka1986 leka1986 released this 16 Jun 16:45

Updated

  • Updated MOOSE to the latest summer release.

Added

  • Added CTLD FARP with ZELL.
  • Added FARP with ZELL pricing to the config: 750 credits, rank 1.
  • Added EnableHunter, enabled by default. Hunter sends enemy response forces after players who deal heavy damage to enemy ground units.
  • Added support for NoAIBlueSupplies to still allow purchased supplies and capture rewards while blocking automated blue-side supplies.
  • Added Combined Arms control support for all CTLD units.

Fixed

  • Fixed a missing group on Persian Gulf.
  • Fixed a missing group on Iraq.
  • Fixed a MOOSE error when the F-100D launched.

Manager

  • Changed the manager to use config comments as the main help text shown in the UI.
  • Changed the manager layout and cleaned up import/restore workflows.
  • Added a GitHub link in About.
  • Added MissionScripting.lua desanitize status/check support.
  • Added a first-time setup wizard to install Foothold Config.lua into Missions\Saves.
  • Added Open File Location.
  • Renamed Restore Value to Import Config File.
  • Renamed Install MIZ to Import MIZ Config.

Known Issues

  • CTLD FARP with ZELL may not launch in some cases. This has been reported to ED.
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