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Foothold v4.4.5

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@leka1986 leka1986 released this 02 Aug 04:09
· 3 commits to main since this release

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