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Warlords Redux 2.6.10 (Status: Live)
Added Vehicles
- Xian AWACS: Replaces Mohawk as the Opfor AWACS.
- Nyx AT (Both teams)
- 5-block Hesco barrier
- Switchblade/Lancet Launcher: TV-guided projectile, 6.8km max range, resistant to dazzle and jamming.
- Prowler Spike AT: TV-guided missile, <4km max range.
- Blackfoot II/Kajman-M: Upgraded versions of the attack helo that mount a device jammer laser that switches off remote device trucks instead of a cannon.
- BTR-KM Kamysh: 40mm Kamysh.
- Shikra/Wasp (Land Attack): Land Attack variant of air superiority jets with bombs that can be linked and remote controlled by a teammate.
- Shikra/Wasp (Standoff): Standoff variant that launches GPS-guided bombs.
Removed
- Mohawk AWACS
- Ghost Hawk UP
- Marid Autocannon
- Darter UP
- UGV Stomper UP
- Prowler AT UP
- T-140N Yukon
- Rhino MGS-E
- T-100E Badger
Big Features
- Buy AR Goggles ($1,000): Allows players to see datalinked enemies on HUD while player is in radius of EW Network.
- CQB Mode: Using the delete toggle key, you can temporarily reduce your view range to 150m for fighting in close quarters.
- Customized Unit ($300): Buys a highly-skilled infantry unit with your customizations.
- Forward Base: Purchase forward base supplies (Fast Travel) for $500, deploy/sling it to a forward position, and have a populated squad leader (>=3 members) activate it (30s construction wait). Can be used for fast travel, can buy AI and gear boxes. Can be upgraded twice by anyone ($1500, 15s wait), each time adding more buy options (light vehicles, then heavy vehicles and helos etc). Seen on the map by near enemies.
- Fortification: captured sectors are "fortified" after 45 minutes (shown on map), which locks out enemy team from capture even if they have owned it before. This time can be drastically shortened by building a stronghold and fortifying it ($2,000).
- Radar notching: Air vehicles vs SAM now takes into account notching disrupting radar while being more reliable otherwise. Factors for pilots avoiding SAMs: angle (perpendicular is better), speed (faster is better), altitude (lower is better), flares near (higher is better), missile distance to launcher/jet (higher is better), launcher line of sight to jet (breaking it is better).
Pricing
- Command boats: $1,500 -> $1,000
- Static AT UP: $590 -> $700
- Sentinel: $22,500 -> $15,000
- Falcon: $11,000 -> $8,000
- Greyhawk: $8,000 -> $6,000
- Ababil: $8,000 -> $6,000
- Fenghuang: $6,000 -> $5,000
- Yangtze/Jaguar : $4,500 -> $17,000
- Euphrates/Puma: $9,000 -> $10,000
- Create Stronghold: $3,000 -> $500
Infantry
- Players now spawn with 3 IFAKs.
- Customization now remembers weapon/ammo selections separately for NATO/CSAT.
- Allow customization while downed-but-not-dead.
- Revive now gives $50 reward (with a cooldown for the same player).
- Added task to revive 10 friendlies with substantial XP reward.
- Instead of eating your backpack, the FT tent is now a usable backpack, transfers your existing items, and the backpack itself is not consumed after placement.
- Reworked demolish process to be one-stage and stoppable (45s timer).
- Replaced MX-SW with MK200 in customization menu.
- Added high capacity magazines for MX-GL.
- Added ARCO-AK as option to AK-12 and RPK-12 for both teams.
- Added ERCO optic as option for all guns for both teams.
- Assists will no longer sound beep.
- Added razor wire and camo netting to demolishables list.
- Strongholds in friendly sectors can now be removed from map for $500.
- Strongholds allow deployment of assets in buildings, use with caution.
- Strongholds show invading enemies on map.
- Placing strongholds now correctly rebuilds destroyed buildings.
- Placing stronghold temporarily shows the potential stronghold building in the HUD.
- Strongholds can now be demolished like statics if no enemy players are alive within its radius.
- Allow fast traveling to squad leader/member if they are in vehicle (place in cargo space if available, outside if not).
- Missile camera window now depends on player resolution size.
Performance
- General performance and network improvements.
- Lag/low fps messages now display in a grid, show rogue executed scripts.
- Reworked sector restriction for better performance. Now, the restricted zone only covers the sector capturable area, and there is a more efficient HUD warning check that does not affect high/fast-flyers. Air raid alarm will continuously sound.
- Removed all sector detection triggers from server to clients.
- Dazzler now behaves more like regular APS to save on performance.
- Sector population spawning re-rework. AI should no longer spawn under terrain/rocks. Vehicles now spawn even in sectors without roads.
- Optimized rappeling, removed boats and rope segment simulations. (Be within 5m of rope to rappel.)
- Rewrote player initialization to run concurrently, with fewer performance bottlenecks / race conditions.
- Rewrote missile incoming tracker to run locally.
- Rewrote laser target tracking code to run faster.
- Optimized missile camera code when multiple munitions are fired.
Misc
- Default players joining the server to opfor slots.
- Base restores protection when sector selection is removed.
- Removed hard-coded deployment key (should not change for most players). Deployment assemble/cancel is now bound to Buldozer Select (space) and Cancel Nav Menu (backspace).
- When teamkill is punished, 100% of the value of the asset will be charged to the teamkiller, and 50% will be compensated to the victim.
- Added some text to explain certain FT/strategy options better.
- Added map text to explain how to play the game.
- Teams can now vote to wait instead of selecting a target sector immediately.
Bugfixes
- Fixed code errors with old references to sector hq vs stronghold.
- Claim vehicle action uses better icon.
- Fixed exploit around claiming structures. Demolishable structures no longer claimable while in enemy sector.
- Disable default active radar on awacs.
- Munitions properly color-coded on map.
- Changed munition icons to more accurately reflect their nature.
- Fixed customization logic to prioritze putting items in uniform, then vest, then backpack.
- Fixed customization giving backpack larger than necessary.
- Fixed revive sound not playing for everyone else.
- Fixed revive action tolerances to be less strict.
- Fixed headphone toggle off not restoring full sound volume bug.
- Fixed headphone icon aspect ratio.
- Fixed object shadow view distance bug.
- Fixed some instances of UAV aircraft despawning when spawning on carrier.
- Fixed 2x RPG display name.
- Added conflict checks for unloading deployable to prevent accidentally destroying parent flatbed.
- Fixed green Gorgon not having 5-mag upgrade.
- Fixed issue with stronghold logic not correctly repairing some buildings.
- Fixed kill rewards for jet kills sometimes not triggering.
- Fixed script error around squad leader.
- Fixed script errors around transfer money.
- Fixed spectrum interface showing when player is in UAV.
- Fixed vertical offsets for buildable structures.
- Fixed bug where multiple remove action would be generated on vehicle claim.
- Fixed various exploits around purchase menu requirement refresh rate.
- Fixed being able to see enemy scanners.
- Fixed delay/performance issues related to jammer circles.
- Fixed map player icon not showing name correctly.
- Fixed rare reward bug when capturing severed sector.
- Fixed bug when completing tutorial tasks within 8s of game start.
- Fixed sector selection reset not playing on announcer.
- Fixed sector selection reset not hiding enemy target if un-revealed.
- Fixed bug where server sector selection ignores airbases.
- Fixed issue where clicking on assets would sometimes cause "Action Expired" error.
- Fixed dead jamming tower continuing to jam for a while after it dies.
- Fixed helmet HMDs not seeing players.
- Fixed two-seater aircraft bug that allowed the use of double loadouts.