We are proud to present a massive update that will change your approach to combat. Introducing new strategic and tactical opportunities that will make every battle deeper and more intense! The team has been working hard not just to fix bugs, but to significantly expand the gameplay by adding mechanics that will make you think like true commanders.
Let's take a look at the key new features!
New Tactical Depth: Vehicles as Part of the Main Objective's Garrison
The key change that fundamentally alters battle tactics is a new mechanic where player-controlled ground forces are now counted as part of the objective's garrison from which they spawn. Now, when you spawn in a tank, or anti-aircraft artilery, the friendly main objective tied to that spawn point temporarily weakens itself, "investing" a portion of its strength into your combat vehicle.
The amount of strength deducted directly depends on the vehicle's mass: the heavier the tank, the more vulnerable the objective from which it was deployed becomes. To return this strength to the garrison, you must successfully complete the battle and leave the session while in friendly territory. Your vehicle must "return home."
This innovation creates new tactical depth: a mass deployment of heavy vehicles will make a friendly objective vulnerable to a counter-attack, and the loss of each vehicle in battle will become an irreplaceable loss not only of the vehicle itself but also of the main objective's strength. Protect your tanks! Keep an eye on the indicators on the interactive map—it now displays what portion of the objective's integrity has been allocated to active vehicles.
We have also revised the mechanic for weakening the garrisons of neighboring settlements during a capture. Now, a captured objective will drain 40% of the garrison strength from its neighbors, up from the previous 30%, making each breakthrough more significant and dynamic.
Logistics have also been taken to the next level:
Supply trains for large settlements and ports for coastal cities now deliver significantly more resources than regular supply columns. These objectives require reconnaissance.
The Stalingrad map now features unique supply routes: Volga river crossings for the Red Army and city depots for the Wehrmacht.
Additionally, supply columns now return unused resources to the factory, making resource consumption more precise.
Lagg-3 4-series
Expansion of the Theater of War: New Map and Vehicles
We are proud to introduce a new game map — Velikiye Luki! Prepare for fierce battles in a new region that will open up fresh tactical opportunities for both air and ground forces.
The aircraft roster has been expanded with two legendary machines: the maneuverable I-153 "Chaika" biplane and the LaGG-3 (Series 4) fighter.
The templates for attacking and defensive positions have also been updated, which will add more variety to battles. At the same time, we have adjusted the balance: the effectiveness of aircraft forward-firing armament against tanks has been reduced, making ground attack runs more realistic.
I-
153 Chaika
Important Fixes
We have paid great attention to fixing bugs and improving the player experience:
The interactive map is now more accurate: The integrity value of objectives is now displayed without rounding, which will eliminate confusion when assessing damage. Additionally, all objects have been "grounded" and now show their actual altitude.
Critical bugs have been fixed: Issues with the simultaneous calculation of supply and destruction of a settlement have been resolved, as well as incorrect masses for some vehicles (for example, the Tiger now weighs its proper 54 tons).
Front Line Gap Protection: A mechanism has been implemented that automatically corrects errors in the map graph, preventing "holes" from appearing in the front line
Community Infrastructure Updates
Our website has also been revamped! New sections have been added: "News," "Articles," and "Server Information," where we will share important updates. For easier content management, a visual editor has been added, and for you, a full-text search feature. The administrative side has also been improved: rule-breakers can now be banned directly from the website, and your account security has been enhanced.
This update is a major step towards creating an even deeper, more stable, and more engaging project. We thank you for your support, feedback, and participation in the life of our server
See you in the skies and on the ground! To battle!
The full list of changes
### Change log - Improved the security of user accounts. - All API responses are standardized - Fixed an issue where the interactive map displayed a whole, rounded value of the integrity of the main target (attack/defense) and it seemed that the target was damaged enough to prevent a breakthrough or a defensive breakthrough. Now, the value will be indicated without a fractional part and will not mislead the players. - Fixed an error when the simultaneous destruction of the buildings of us. point and the supply of the same us. point was calculated with an error (Supply did not work) - Fixed date and time recording of fines. - Fixed the maximum mass of an entity from a plainset/tankset (for example, the Tiger tank had the maximum possible mass, but it was 32,000 kg instead of 54,000 kg) - The mass of tanks and other pieces of equipment has been changed, for which it was not correct. - The percentage of debiting garrison forces from neighboring US has been changed. points with the newly captured ones. Previously, 30% of the actual garrison force was written off, now 40% will be written off.% - Added a mechanism for automatic correction of graph errors to prevent the appearance of front line breaks - Added the ability to change the settings of the number of supply columns on the fly - Added the ability to change resource recovery settings in factories on the fly, as well as restore the number of buildings. - The sections `News` `Articles` `Server information` have been added to the site with articles. - Added a visual editor for website articles. - Added an admin panel with the necessary functionality. Now, you can send money directly from the site to the ban. - Full-text search is organized by sections with articles - Added the return of unspent resources by supply columns to the original plant - Added the mechanic of writing off power from the main targets when ground vehicles under player control appear on them. The amount of decommissioned force depends on the mass of the equipment (the minimum decommissioned force cannot be less than one). The amount of decommissioned force is calculated as follows: the mass of the equipment is kg / 10000, the result is rounded up. - Added the return of the force that was previously written off from the main target by ground vehicles under player control back to this target. A necessary condition for return is exit to the Union territory. - The main target dialog box on the interactive map displays the amount of force taken by ground vehicles under player control. The displayed percentage of target integrity includes decommissioned ground forces. At the end of the mission, the decommissioned force participates in determining the capture of the territory! - New I-153 and LaGG-3 ser.4 aircraft have been added to plainset - The height of targets on the interactive map has been updated: All targets, zones (eras) and settlements have been "grounded" — now the interactive map displays the current height of the targets, which improves the accuracy of attack planning and navigation. - Improvements in factories: The floors of factory facilities have been updated, and fortifications have been added to anti-aircraft artillery positions, which enhances their protection from air raids. - Supply trains for large NP: For large settlements with railway branches, supply trains have been added, including platforms with weapons. They deliver twice as many resources as standard columns. They are indicated by a large circle that requires exploration — similar to the mechanics of supply columns. - Ports in coastal towns of the Black Sea: New targets have been introduced — ports that supply coastal garrisons with significantly more resources than conventional convoys and convoys. They are also indicated by a large circle with a reconnaissance requirement, similar to other supply facilities. - Stalingrad: new supply options: Volga crossings have been added for the red side, and "urban warehouses" for the blue side as a new type of supply. They require reconnaissance and are marked in large circles, similar to other important rear facilities. - Erias have been added to all localities: All localities now have their own erias for future amphibious operations. - The Velikiye Luki map has been added: The new game map expands combat capabilities and opens up new scenarios for air and ground battles. - Updated patterns of attacking positions: New patterns for the deployment of attacking forces have been introduced. In addition, the effectiveness of course weapons against tanks is reduced, which makes attacks more realistic and balanced. - New defense patterns: New options for building defensive positions have been added, which increases the tactical diversity in battles.
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