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