VTOL VR

VTOL VR

Dynamic Liberation
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Update: 23 Oct, 2022 @ 5:20pm

Dynamic Liberation v1.2.1
╠ Moved Airbase C to be closer to the cities.
╠ Moved FOB C to be further from the cities.
╠ Quick mode: X-ray spawn points automatically move to the FOB after 3 mins.
╠ Added brief delay to automatic destruction of FOB artillery after SAAW is destroyed.
╠ Fixed bug preventing bombers from attacking their targets
╚ Removed tiny gaps in the road connecting to Airbase C

Update: 23 Aug, 2022 @ 8:07pm

Fixed: Incorrect max player count for Full (High Intensity)

Update: 18 Aug, 2022 @ 2:34pm

Dynamic Liberation v1.2
╠ Added "Quick" version of the mission, where you only have to clear a single sector:
║ ├ Your fleet spawns outside a random sector, and you only have to clear that sector to complete the mission.
║ ├ (Initially, this version will bias toward sectors B and C to give players more opportunity to play those sectors.)
║ └ Classic 3-sector version is now called "Dynamic Liberation Full"
╠ "Difficulty" settings are now relabeled as "Intensity":
║ ├ "Hard" mode is now "High intensity"
║ └ "Easy" mode is now "Low intensity"
╠ Added attacker reinforcements from the cities.
║ ├ GAV-25 attackers will periodically spawn on city rooftops to attack the fleet.
║ └ Adjusted GAV-25 attackers weapons and strategy to make them far more effective at attacking the fleet.
╠ Changes to aerial reinforcements:
║ ├ Air reinforcements now keep their radars off until they are spotted or get close to the sector.
║ └ Number of air reinforcements now based on intensity.
╠ Changes to secret airbase:
║ ├ Moved secret airbase, allowing it to be captured without starting sector C.
║ └ Added AAA defenses to secret airbase.
╠ Changes to the map:
║ ├ Terrain adjustments in Sector A to make some approaches easier, including a new low-altitude (AH-94) approach path to the city.
║ ├ Terrain adjustments in Sector B to slightly increase safe altitude over the airbase when docked fleet is present.
║ └ Removed unused rural area near main city in Sector B.
╠ Changes to allied fleet:
║ ├ Allied fleet no longer stops to wait for sector completion.
║ └ Added popup when allied cruiser is destroyed.
╠ Changes to multi-sector objective "Docked Fleet":
║ └ Removed one DMS and one NMSS cruiser from each sector's fleet.
╠ Changes to multi-sector objective "Attacker Squadron":
║ ├ Attackers now take off in two waves of 4 aircraft each, and take off at different times.
║ ├ Delayed takeoff of first wave in all sectors
║ └ (Also includes previously mentioned upgrade of weapons and tactics.)
╠ Changes to Sector A objective "Hidden MAD-4":
║ └ Missiles fired from the MAD-4 are once again Active Radar Homing.
╠ Changes to Sector B objective "Aircraft Carrier":
║ ├ Removed one supporting cruiser in the bay.
║ ├ Remaining cruiser is now pulled from the Docked Fleet, so as to not overwhelm if both objectives are rolled.
║ └ Destroying aircraft is no longer required to complete the objective.
╠ Changes to the briefing:
║ ├ Added warning page in front of briefing.
║ ├ Updated map image.
║ └ Additional changes in the new Quick mode.
╠ Completing the mission now requires clearing the skies of enemy aircraft.
╠ Further refinement of Delta loadout options, because y'all still aren't bringing enough bombs for some reason.
╠ Added hostile SAAW near FOB artillery. Destroying the SAAW will destroy the artillery.
╠ Changed Xray to have "Hot" starts when spawning from a captured airbase.
╠ Fixed: Reinforcement aircraft would sometimes attack friendly pilot from "Save Pilot" objective.
╚ Fixed: Very small chance that starting sector B would make sector A objective "Clear Cities" impossible to complete.

Update: 3 Jun, 2022 @ 2:17pm

Dynamic Liberation v1.1.1
╠ Staggered sector objective and target spawning to reduce lag spike.
╠ "Approach Sector B/C" objectives now start as "Avoid Sector B/C" and change to "Approach" when the previous sector is down to its last objective.
╠ Capturing an airbase now spawns friendly tents.
╠ Delta can no longer carry AGM-145 in the lower internal bays.
╠ Destroying SAM sites no longer required for "Clear Cities" objective in all sectors.
╠ Destroying air targets no longer required for "Clear Cities" objective in all sectors.
╠ Renamed "Capture FOB" objectives to "Secure FOB"
╠ Sector C objective "Save Pilot": Moved AO from southeast of sector to northwest.
╠ (Fix) First wave of reinforcements in sector B would sometimes have one fighter come from the wrong direction.
╠ (Fix) MANPAD in sector C sometimes spawned on the ground between two tall buildings, instead of on a roof.
╚ (Fix) Approaching sector C early did not disable AH-94 respawn point intelligent ordering.

Update: 29 Apr, 2022 @ 6:39am

Dynamic Liberation v1.1.0
╠ Added capturable FOBs near sectors B and C from which AH-94 can spawn and rearm.
╠ Added AH-94 respawn point intelligent ordering:
║ ├ Respawn point will no longer be moved backwards by capturing airbases or FOBs out of order.
║ ├ Respawn point will no longer be moved to the next sector until the current sector is complete.
║ ├ (Airbases and FOBs can still be skipped.)
║ └ Activating another sector "early" will disable this feature, in case you want to run the sectors out of order.
╠ Significant rework of enemy air forces (in all sectors):
║ ├ Air forces are more consistent between sectors and more dependent on mission difficulty.
║ ├ Added multiple air patrol paths (goodbye conga line).
║ └ Reinforcements now dependent on clearing the airspace, no longer start piling up as soon as the sector is activated.
║ ├ Reinforcements now have variable timings and approach vectors.
║ ├ Added additional waves of reinforcements.
║ └ Removed bombs from enemy CAP loadouts.
╠ Airbase changes:
║ ├ Airbase defenses are more consistent between sectors and more dependent on mission difficulty.
║ ├ Airbase SAM launchers now equipped with longer range missiles in Hard mode.
║ └ Added popup notice when a previously captured airbase is lost to bombers.
╠ Changes to multi-sector objective formerly called "Clear Sector":
║ ├ Renamed to "Clear Cities".
║ └ No longer requires clearing enemy CAP.
╠ Changes to multi-sector objective "Stealth Squadron":
║ └ Randomized takeoff timer, which is also longer.
╠ Changes to sector A objective "Attacker Squadron":
║ ├ Added 8th attacker (to match other sectors).
║ └ Added brief delay before takeoff.
╠ Changes to sector A objective "Hidden MAD-4":
║ ├ Randomized radar activation timer, which is also shorter.
║ └ Adjusted positions to be less likely to stumble upon and have further spacing between the radars.
╠ Changes to sector A objective "Artillery":
║ ├ Increased number of artillery from 4 to 6.
║ └ Adjusted positions for increased spacing between trucks.
╠ Changes to sector B objective "Aircraft Carrier":
║ ├ Randomized initial takeoff timer for aircraft.
║ ├ Carrier now keeps only a few planes in the air at a time.
║ ├ Added short delay between each plane taking off.
║ └ Rearranged planes on the deck to be far less likely to have any remaining alive after its sunk.
╠ Changes to sector C objective "Stranded Tanks":
║ └ Tank line now has multiple locations on the road it can appear.
╠ Added two new possible extra target groups in the cities (all sectors).
╠ Slightly increased probability of extra city targets for Easy mode.
╠ Tank patrols in the cities are more consistent between sectors and more dependent on mission difficulty.
╠ Added two possible long range SAM sites to sector A.
╠ Separated possible long range SAM sites in sector B so they can spawn independently.
╠ Adjusted positions of possible long range SAM sites in sector B to be more threatening.
╠ Added additional valleys and mountain cover for AH-94 pilots to use if they choose to fly between sectors.
╠ Airbases now have unique names in the comms menu.
╠ Added bullseye.
╠ Changes to selectable aircraft roles:
║ ├ Removed Delta-4.
║ ├ Added Alpha-3 and Zulu-2.
║ └ Removed gunner slot from Xray-3 (for you lone wolves).
╠ Rewrote briefing (killing many typos in the process).
╠ (Cosmetic) Bridges in sector C now connect to the roads properly.
╚ Other changes that are extremely minor or that I forgot about.

Please note that VTOL VR v1.4.3 also contains the following fixes that affect Dynamic Liberation:
╠ Performance sometimes drops to single digit FPS mid-mission for no apparent reason.
╠ Tanks and other vehicles sometimes stop in the road.
╚ Improved performance on missions with lots of units.

Update: 21 Apr, 2022 @ 11:22pm

Possible workaround for VTOL VR bug that occasionally causes extremely low FPS.

Update: 31 Mar, 2022 @ 2:47pm

Dynamic Liberation v1.0 released.

Update: 30 Mar, 2022 @ 8:04am

Update: 28 Mar, 2022 @ 8:18pm

Update: 28 Mar, 2022 @ 3:21pm