Men of War: Assault Squad 2

Men of War: Assault Squad 2

Nation of Snakes -- Counter-Insurgency V6.2
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Update: 15 Jan, 2018 @ 4:18pm

V 1.3

- Added dedicated tutorial mission and removed in-mission tutorial

- Added support for co-op (needs player tested, IDK if this actually works)

- Civilians will now react to nearby firefights- WARNING, this actually makes civilian casualties more likely, as they move around and sometimes do stupid stuff.

- New enemy unit: subervisives. They randomly travel around distributing propoganda (lower H&M) and planting mines (animations included, to help spot manually). They look EXACTLY like civilians to the player. The number of them on the feild affects a number of factors, including how effective they are, and how likely regular civilians are to stab you in the back. They will have to be tracked down and targeted manually. They are more likely to spawn with higher H&M scores, as the enemy is loosing the fight, they will resort to more covert means.

- NCOs have ability to spot (blue pointer) subversives, HOWEVER, they will sometimes falsely diagnose this!
- Added ability to spot (blue pointer) subversives for officer when he is near to a subversive, his interpreter, and regular civilians. This does have a chance of pointing to the wrong guy.
- Added ability to spot (blue pointer) subversives for Polizei with 100% accuraccy at close range. They will not actively engage them.
- Added ability to spot (blue pointer) subversives, with 100% accuraccy, for OSS operative when he is on the intelligence gathering focus.
- Milita will automatically shoot subversives that they can see, with 100% accuraccy(as far as identifying them, not hitting them)
- Officer has the ability to force subversives to surrender at very close range with high probability. Base prisoner housing required.

- Custom skin for polizei
- Custom medical tent skin
- Custom skin for polizei sentry box


- Fixed a bug that was causing an enemy IED to fire on civilians (by removing the IED completely)
- Fixed a bug that caused the base watchtower to not work correctly. It will also now point the light at the enemy.
- Fixed a bug that caused the gestapo unit to actually raise H&M score sometimes. Derp.
- Fixed a bug that was allowing too many special events to happen at the same time

- Reworked some civilian travel script, it now mimics movement patterns of subversives

- MANY things have been reworked as part of my efforts to make the script more efficient to reduce general bugginess.

- Many balance and economy changes, particularly to make room for subversives.

Update: 8 Jan, 2018 @ 7:14am

V 1.2

- Add civilian economic advisor. This allied AI unit moves on his own around the map to meet with civilians. Can have up to 3 at a time, they have a chance at an H&M gain, the more there are the higher the chance, and chance is 100% if that civilian has received humanitarian aid. Radio station base upgrade required.

- Add paradropped mine ability. (under air call-ins, radio pack required) Suprisingly useful in some areas.

- Add paradropped humanitarian aid ability. (under air call-ins, radio pack required)

- Added Barracks base upgrade, improves troops sustainment. Price and effect of other sustainment upgrades has been reduced. Overall gain in sustainment with all upgrades is still higher than it was.

- Added Aid Station upgrade. This is a doozy, so hang on: Incudes an AI medic that will revive friendlies AND civilians near the base. Comes with a crate of medical supplies (bandages and one morphine bag). Improves troop training so that friendlies can revive most allied AI and civilians. You do not get notified when a civilian can be revived, you have to keep an eye out for opportunities. You do get notified when allied AI can be revived and, downside, there is a minor H&M loss for bleeding allied AI (same as friendly troops). NONE of that takes effect until the base upgrade is finished.

- Split base upgrades into two menus: defensive and all-else. Re-organized the weapons rack menu a bit.

- Gave interpreter a pistol for self-defense

- Change the radio pack upgrade so it only works when the radio pack is worn AND outside the base area

- Add an inverse ambient resources gain. The lower the H&M score, the more resources you get ambiently. This is meant to simulate the generic mentality of "its not working" and then "well, throw more money at it!"

- Figured out mission options, and added user options to set the starting H&M score at 30, 35, 40, 45, 50, 55, 60. Basically a secondary difficulty level setting. Default and recommended is still 50.

- Enemy gestapo unit __completely__ reworked. Previous script was not working. Everything from where and how he spawns to the effect he has. He actually now mimics the economic advisors in behavior and effect. THERE IS NO LONGER A NOTIFICATION WHEN AN INFORMANT IS IN DANGER, except when the gestapo first appears.

- Added special rewards for destroying enemy vehicle or killing gestapo

- Changed OSS Operative availability to be dependent on time elapsed in game, influenced by the mission option above, instead of radio station base upgrade. Price was increased.

- If any enemy units are near to humanitarian aid distro points (airdrop or vehicle) they have a chance to steal some from the civilians receiving it, causing an H&M loss, and will reduce the overall effectiveness of those abilities.

- Exhausted troops will now refuse to man crewed weapons and vehicles

- All motorpool vehicles help extend patrol times (prevent exhaustion) for personnel near them. This will hopefully make vehicles a little more worthwhile.

- All motorpool vehicle crews will not become exhausted while manning a vehicle (bit of a bug fix here, should have been that way from the beginning)

- Added mine clearing vehicle to motorpool.

- Fixed civilian vehicle travel script to avoid the derpy traffic jam at the bridge.

- Improved backstab event. They should be more dangerous now.

- Fixed?? a bug with a special event firing at the wrong time.

- Max number of troops increased from 18 to 20 (FYI this only affects player controlled units)

- Certain enemy units cannot spawn until a few minutes into the game

- Probability for all enemy vehicles spawning has been increased a bit, some more than others

- Change civilian voice to german instead of british... little early oversight there.

- Certain special events cannot happen at the same time.

- Reworked the way polezi affect H&M score. It is more depended on having them spread out.

- Removed german flamethrower unit after trying various scripts to try to get him to be more aggressive. Nothing worked, and he was a pointless enemy unit, so, buy bye.

- Several other bug fixes, back-end changes, and economy adjustments

Update: 3 Jan, 2018 @ 9:50am

V 1.0.3

- Finally found and fixed reported bug
- Removed the different starting H&M score values for different difficult levels (this was causing the bug)
- Removed the ambient MP gain from easy and normal difficulties (since the H&M set based on difficult levels wasn't working right anyway, I have simply resolved to never use difficulty levels as a conditions for anything ever again)

Update: 2 Jan, 2018 @ 9:59pm

V 1.0.2

- Attempted to fix a bug that a user reported where the key task was showing as failed at mission start. Issue cannot be recreated, but I might have fixed it. Maybe?

Update: 2 Jan, 2018 @ 7:58pm

Version 1.0.1

-Fixed a bug with the rogue troops event.
-Improved rogue troops event to be more affected by various factors.
-Added accelerated exhaustion when troops take casualties.
-Fixed a bug that was causing player to get resources they shouldn't... from an easter egg of all things.
-Changed price of radio upgrade from weapons rack from 1000 to 500. Given how risky it is to use the air and arty support abilities, I found I never purchased it during my play throughs as it was too expensive given its limited utility.
-Changed background image in mission menu to match mod (was previously a stock image from a different mod I never released)

Update: 2 Jan, 2018 @ 7:31pm

Oops

Update: 2 Jan, 2018 @ 2:06pm

Version 1.0 Released!