Releases: leka1986/Lekas-Foothold
Release list
Foothold v4.5.0
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 OnandCurrently Offstatus 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
NEWmarkers 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
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.
1.0uses normal time.0.5takes half the normal time.1.5takes 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.
1.0uses the normal times listed above.0.5takes half the normal time.1.5takes 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
- 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
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.
ZoneSelfRepairAndUpgradeTimecontrols how long a Blue zone takes to repair or upgrade itself using one ready supply. The default is 300 seconds.PlayerZoneSuppliesConsumeStockcontrols whether player-picked Zone supplies consume ready stock.
- Added
RadioMenuStopSuppliesto 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 Scalingcontrols.- The Manager shows the resulting normal-zone and
[WH]restock timers for both the Normal and WW2 configs.
- The Manager shows the resulting normal-zone and
- Added clear
Lockednotices 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 locationto appear under the Manage menu to make room for the new Presets menu.
Foothold v4.3.5
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
IntelwithSatellite Intel. - Changed completed Recon missions to describe an airborne reconnaissance pass and data analysis, with intelligence available for 10 minutes.
- Added
Operational Intelligencefor 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
Jerriesinstead 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
- Redone all the Youtube tutorial videos.
Foothold v4.3.2
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
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, andrestrictedWeaponsVietnamto 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 theB-52H Stratofortress. - Strategic Bombers are unavailable in Vietnam.
- Strategic Bombers cost 1,500 credits and require rank 6.
- Modern uses the
- 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.
- Place a map marker and enter
upgradeallred. - Wait for the process to finish.
- Place another map marker and enter
upgradeallblue. - Wait for the process to finish.
Foothold v4.2.5
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
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 Capturebecomes available. - Added messages when
Advance Capturebecomes available. - Added save and restart support for
Advance Capturemissions 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 1preserving the current format andStyle 2using compact separator-based contact lines. - Added player-selectable EWRS report style through the F10 EWRS group settings menu.
- Added hostile-only
Mergedtagging forStyle 2contacts under the configured merge range. - Added
ewrs_defaultReportStyleandewrs_mergedRangeNmconfig options. - Added localized EWRS labels for the new report style menu, compact contact format, compact friendly divider, and
Mergedtag. - 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
NEWmarkers 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

Foothold v4.1.7
Updated
- Updated MOOSE to the latest summer release.
Added
- Added CTLD FARP with ZELL.
- Added
FARP with ZELLpricing 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
NoAIBlueSuppliesto 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.luadesanitize status/check support. - Added a first-time setup wizard to install
Foothold Config.luaintoMissions\Saves. - Added
Open File Location. - Renamed
Restore ValuetoImport Config File. - Renamed
Install MIZtoImport MIZ Config.
Known Issues
- CTLD FARP with ZELL may not launch in some cases. This has been reported to ED.
