Steel Division 2

Steel Division 2

AG Supreme
wux  [developer] 6 Sep, 2023 @ 1:37am
NEXT UPDATE CHANGES LIST
Welcome to the TO DO LIST:

*Disclaimer* Changes marked with (*) might not be implemented with the next update or ever (depending if they are possible). Those ones that don't make it in the AG Supreme v.2 will be implemented with the next updates (v.3,...)

GAME CHANGES:

Reworking bunkers -> DONE
  • MG Bunkers
    > increased ammo
    > increase of HP

  • ATR Bunkers
    > now have Leader trait
    > now have Radio trait
    > increased accuracy

  • Introducing 2 new types of bunkers (see more below at *New features*)
Balancing the defences -> DONE
  • 75mm and 76mm bunkers will be balanced to 4 for everyone
  • number of 50mm bunkers will be increased to 4 (Axis)
  • ammount of HE shells for bunkers will be lowered to 10 per bunker (balancing with the supply rework)
  • addition of 3 lw-Flakstosstruppen units to the axis Defenses roster
  • number of AA guns for soviets that you get with entrenched stance will be lowered to 2
Units
  • all units speed will be reworked to reflect the speed they had in the real world (as close as possible)
  • artillery stats rework ->DONE
  • optics rework for all closed up vehicles and twin-engine heavy fighters (lowering/buffing)
  • adding new unit type/ removing unit type (see more below at *New features*) -> DONE
  • transports rework (see more below at *New features*) -> DONE
  • supply system rework (see more below at *New features*) -> DONE
AI and Game tweaking
  • slowering camera speed in battles (*)
  • making AI more aggresive on the campaign map (*)
  • removing some AI cheats ->DONE


*New features*

EVACUATE TRANSPORT button:
-> DONE
  • transports will still be staying but:
  • introducing the abbility to manually remove unwanted transports from the battle
  • each transport will now have the order to "Evacuate" from the battle that you manually have to give for them to dissapear
  • also all Supply vehicles will have the same ability (but consider resupply ability - see more in "SUPPLY REWORK")
(*disclaimer* two thing i still haven't managed to do -
  1. - enabling the "Evacuate" order only for empty transports
    - so watch out because if you press it with the unit still in transport the unit will dissapear too
  2. - enabling the order for the AI
    - so the AI transports will still stay on the battlefield (but the transport optics will be debuffed to almost non-existing)
- if i manage to work around this i will implement both fixes*)


SUPPLY REWORK:
-> DONE
- supply system is reworked with the implement of FOBs
Supply bunkers
- doing the job of an FOB
- there will be two types > "Ammo bunkers" and "Ammo depots"
> Ammo bunkers - having smaller amount of supply they are intended to be deployed near the front lines, defensive bunkers and trenches to resupply the troops on the front lines
- capable to be resupplied by supply vehicles
> Ammo depots - intended to be deployed in the back they provide large amount of supplies
- capable to resupply all other supply vehicles as well as units directly

- also introducing Infantry supply teams -> DONE
Infantry supply team
- small, 2 men squad carrying small amount of supply capable of resupplying units on the front line without being as big of a target as trucks or jeeps
- they themselves will be able to be resupplied through jeeps, trucks or suppy bunkers in the backlines and sent back to the front


Sadly due to the limits of modding where we are not able to implement entirely new units for this we will have to use existing ones.
Bunkers will be easy as there is a lot of them unused in campaign, so bunkers of new zeland, us, brittish and others will be reused.
Regarding Infantry supply squads most likely candidate will be artillery observer units (beobachter and such) > to suplement those units i might implement radio to the dedicated recon units -> artillery observer units (beobachter and such) are back in the game
Also due to the limitations of the game those Infantry supply units won't have weapons to defend themselves (although models will carry guns; same with the models of bunkers, they will have a machine gun in the front) > i don't know if i will have the time to make new models for the next update


- also introducing Resupply chain ->
Resupply chain:
- all supply units now can be resupplied once emptied
- resupply chain will be implemented in cascading order, thus:
Ammo depots > Trucks, Armoured supply > Jeeps > Ammo bunkers > Inf Supply team
- how it works see in the video below:

https://www.youtube.com/watch?v=HlP5ZN_S7fc


CAMPAIGN CHANGES:

- sorry, will departure further from reality but:

ADDING MORE DIVERSITY!

ORSHA;BEREZINA;BOBRIUSK;BARANOVITCHI;VISTULA;KARELIA:
- small unit addons here and there with the already changed campaigns (ORSHA;BEREZINA;BOBRIUSK;BARANOVITCHI;VISTULA;KARELIA)
- i.e. adding small number of units still not used often in game

CHANGING HISTORY:
IASI:
- adding Hungarian and Croatian elements on the Romanian left flank

TIRASPOL:
- adding Italian marine elements on the Romanian right flank

- adding allied special forces elements to the Soviet left flank -> DONE
(totaly ridiculous, i know, but lets say western forces landed few commando squads via Black sea to help out Soviet advance)

BURNING BALTICS:
- adding Prinz Eugen offmap to the Axis units in the north -> DONE
- adding Lett. units to the regiment around Riga

- adding Polish and Estonian elements to the Allied forces

TURDA:
- adding croatian elements
- fixing unit scaling on the campaign map

- adding yugoslavian elements
- fixing unit scaling on the campaign map

ALL CAMPAIGNS:
- adding more offmap across the board
- adding Bulgarian elements into campaigns (*)(still too close to the DLC release)


MORE ACES IN THE DECK IS A GOOD THING?

- after the implentation of ground aces on the battlefield next come pilot aces
- Pilot Aces will be implemented into air regiments across campaigns


Finally all this will take a few weeks sadly some time so i hope you can enjoy the mod as is right now and i will try to implement changes as fast as possible.

Have fun

Wux :steamhappy:
Last edited by wux; 16 Dec, 2023 @ 4:44pm
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Showing 1-5 of 5 comments
PowersThatBee 22 Sep, 2023 @ 4:01am 
Looks really cool!
m1white262 12 Mar, 2024 @ 9:55pm 
is it too complex for me to edit units to add veriety of tanks planes etc?
m1white262 12 Mar, 2024 @ 9:56pm 
Originally posted by m1white262:
is it too complex for me to edit units to add veriety of tanks planes etc?
love the copnciept and efforts !!!
wux  [developer] 18 Mar, 2024 @ 3:22am 
Originally posted by m1white262:
is it too complex for me to edit units to add veriety of tanks planes etc?

Do you mean just adding them to regiments in campaign or making new units entirely?
seashell 25 Sep, 2024 @ 6:54pm 
it's nice.
since lmg can not shoot under 100m, realism is dead in this game, let your creativity work!
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Showing 1-5 of 5 comments
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