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-DED-Zlodey

Developer
  1. Hi. What is it about? I don't understand what kind of disconnections? Here people are playing. I don't see any problems on our part.
  2. Hotfix Fixed a memory leak. Fixed an issue where sessions and points were not saved...
  3. New Features and Changes"Losses" tab in the flight log or service record (pilot or tanker profile). A complete breakdown of your losses: by vehicle type and by specialization, separately for combat, non-combat, friendly fire, and anti-aircraft fire. The "Losses Timeline" and "Sessions Timeline" charts show how things went from map to map. Sections are collapsible, with an "Expand/Collapse All" button. The section is available on a premium account โ€” if you don't have a subscription, the site will tell you directly and offer to go to the products page. Honest statistics. Fixed the counting of losses and final sortie outcomes: if an aircraft crashed while landing at an airfield, the sortie is now correctly recorded as a "crash landing" rather than "landed". The case of taking off without landing is also handled. Aircraft and tank losses are counted according to their proper statuses. Less "noise" in statistics. Sorties shorter than 3 minutes no longer appear in statistics and profiles (except when the player received a penalty โ€” such sorties remain visible). Kill streaks for controllable ground vehicles. Profiles now track kill streaks, group victories, and similar achievements for controllable ground vehicles. Faster loading. Statistics and sortie detail pages have been optimized and now open noticeably faster. Avatar uploads. You can now upload your own avatar through your account. Statistics for controllable ground vehicles. How many controllable vehicles destroyed, group victories, records per life and per session, crew specializations (driver, gunner, and others). More numbers about each sortie and tank run. The profile (the pilot's flight log or the tanker's service record โ€” these sections now have these names) ("Session Results" block), the session journal, and the individual session page now show distance traveled, average and maximum speed, and maximum altitude. The session journal also gained a column for destroyed ground vehicles. Maximum speed and altitude are displayed to premium access holders. New columns in the missions table. The missions list now includes: in-game date, team points, air losses, and vehicle losses for each side. It's easier to follow the course of the war from the missions list. Rating sorting on mobile. In pilot and tanker ratings, mobile users can now choose sorting: by points, streaks, victories, destroyed vehicles, or time in game. Sortie animation. Added a session player. Premium account holders can now play a session animation, making it easier to see who was where at any given moment relative to each other. Money and points. Money earnings reduced by 25% and points by 15%. Ranks. Increased the number of points required to earn lower and middle ranks. Target Bonuses and Team PointsReward for defenders. Repelling an attack on a main target now earns team points (15 points each) โ€” target defense is finally rewarded as it deserves. Fixed attack-repulsion bonus awarding. Previously, the bonus could go to the wrong players (for example, those destroying defenders instead of attackers). Now the reward goes exactly to those who repelled the attack on the main target (on the defense). Bonuses for destroying secondary targets. Fixed an issue where bonuses for destroying secondary targets (factory, bridges, supply...) were not awarded at all. Map, Missions, and RotationAutomatic map rotation. When generating a new mission, map and campaign rotation is now automatically taken into account โ€” the transition to the next map happens correctly and without manual intervention, including proper handling of the last map in the rotation. Fixed map reset. Fixed an error that could cause map cleanup to fail. Clear target names. Front-line targets (bridges, factories, main targets) now have Russian and English names โ€” on the map and in the campaign history, objects are labeled in a human-readable way, mostly by the name of the settlement they belong to. Transport aircraft. Improved the modification selection logic for transport aviation during mission generation. Fixed a bug where an airfield that was fully encircled and on the front line was filled with a full set of aircraft instead of only transport aviation. Stability, Fixes, and ImprovementsMore stable connection to the game server. Fixed failures when connecting/disconnecting the control connection (RCON), reduced the number of redundant requests to the server โ€” fewer freezes and player list desyncs. Fixed rare crashes in log processing โ€” some sorties previously might not be counted due to an internal error. More accurate tracking of tank sessions. Lowered the minimum event duration threshold for vehicles โ€” short episodes of tank/turret control are now recorded correctly. Tank sessions that end outside friendly territory completely lose all points and profit earned during the run. Group creation. Fixed a bug where a group creation request received no response if a group with that name already existed. An information window with the error text is now displayed. More compact profile. Long statistics blocks are collapsible, and the "Specializations" card shows only specializations for your type โ€” pilots no longer see empty tank rows and vice versa. The "Losses" tab on the campaign statistics page has been tidied up: blocks are collapsed into neat sections, and if you don't have permission to view the data, a clear premium access message is shown instead of an empty page. Clear premium messages. The "Losses", "Logistics", and "History Map" buttons on the mission page are now visible to everyone, and instead of a silent error โ€” an explanation that the data is available on a premium account, plus a button leading to the products page. The avatar in the header no longer flickers or disappears while pages load. Map: fixed the offset of resource bars at airfields and icon positioning โ€” icons now sit exactly above their point on the map. Online player list: the ban timer is now shown only for observers. Links with nicknames. The nickname is automatically included in the profile and sortie page URLs โ€” you can immediately see whose link it is, and it's convenient to share. The session page opens faster โ€” redundant server requests during loading have been removed. Tooltips for buttons on the mission page โ€” "Mission Info", "Mission Targets", "Losses", "Logistics", "History Map": no more clicking blindly. Redesign and restyling โ€” the entire site has been brought to a single style: the look of an archival document from the Second World War era. SEO โ€” every page of the site received a unique title, description, and keywords, which should improve the site's ranking in search engines. API and SecurityClosing the API. The API description is no longer publicly available. Updated the platform and internal dependencies of the site โ€” improved security and stability. Request limits. Sending emails for password recovery, account activation resend, and similar actions now have daily limits โ€” most often 10 sends per day.
  4. Due to the server failure. The server will resume operation with the continuation of the current campaign on 08/01/2026
  5. Hello. A failure has occurred. I had to roll back to the nearest backup.
  6. Hello everyone! A small update that removes all combat aircraft from frontline airfields. Only the transport aircraft remain! The air defense is working! Landing at the frontline airfield is allowed. Resources are available for transportation and for destruction. Supplies are not being sent to frontline airfields!
  7. Hello everyone! We've introduced a new player reward system for destroying mission objectives. Objectives are groups of in-game objects that together form a single target, such as an Attack, Defense, Bridge, or Factory objective. As a reminder, destroying these objectives awards Team Points. A complete table of objectives, destruction conditions, and Team Point rewards is available via the corresponding link on our website: Objective Reward SystemTo receive a reward for destroying an objective, you must actively participate in completing it. Each objective now has a fixed reward consisting of Points and Coins. Once the objective is destroyed, the reward is distributed among all participating players according to their individual contribution. ExampleSuppose an objective requires 100 objects to be destroyed. Reward for completing the objective: 1,000 Points 2,000 Coins Player contributions: Player #1 destroyed 10 objects. Player #2 destroyed 60 objects. Player #3 destroyed 30 objects. Rewards are distributed proportionally: Player #1: 100 Points, 200 Coins. Player #2: 600 Points, 1,200 Coins. Player #3: 300 Points, 600 Coins. If the objective is not completed, no bonus rewards are granted. Players only receive the standard Points and Coins, just as before. Important Notes Regarding Primary Objectives (Attack / Defense)Primary objectives follow a slightly different reward logic. Reducing a primary objective's strength to 30% is considered completing that objective and grants a reward. The reward is intentionally modest. However, reducing the Defense strength by only 30% (for example from 100% to 70%), which causes the defense icon to flash, is merely an intermediate result and is not rewarded directly. Instead, rewards are granted for every captured garrison. The Defense side also has the opportunity to repel an attack by reducing the Attack strength. Successfully repelling an attack is rewarded as well. Here's how it works: Once the attacking side deals enough damage for a garrison to become capturable, the system waits for a response from the defending side. If the defenders take no action, the attacking players receive rewards at the end of the mission based on the number of captured garrisons. If the defenders successfully reduce the Attack strength enough to prevent the capture, participating players receive a defensive reward instead. Defensive rewards are issued after the mission ends. If neither the Attack nor the Defense objective receives any damage during the mission, no rewards are granted. Likewise, if the Defense objective has never been damaged, a small reduction in Attack strength does not qualify for rewards. Only reducing the Attack objective to 30% strength grants the small completion bonus. Important! The reward system is currently experimental. For the time being, bonus rewards are not displayed in player statistics. We will expand the statistics system later so these rewards become visible. At the moment, we're testing the feature in the background. Although the rewards are hidden from the interface, all earned Points and Coins are still credited to your account. Foundation for the Achievement SystemWe've also laid the groundwork for a future Achievement System. Some achievement progress is already being tracked behind the scenes while we continue testing and balancing the system. Currently, this progress is not visible anywhere in the interface and will require additional testing before release. However, there's a good chance that achievements accumulated during this testing period will later become available retroactively, including progress earned during the current campaign. Other Improvements and FixesFixed an issue where the combat loadout number displayed on the Game Set page did not match the actual in-game loadout. Updated the entire software stack to a newer framework version, improving both stability and performance. Improved the automatic kick system used when takeoff or vehicle deployment is prohibited. We received reports that the Commander kick function wasn't always working correctly. Hopefully, these improvements fully resolve the issue. Fixed a problem where purchasing a new Premium Account was temporarily blocked after the previous subscription expired. Transport aircraft now spawn with their engines already running. Reduced the amount of Points and Coins awarded for destroying individual objects. Added a new web analytics system for administrators. Added a new website page showing which faction each player has selected, making it easier to choose a side before joining the campaign. The "Forces Balance" block on the homepage is now clickable and opens the faction player list. The size of the "wallet" is limited to 30,000 coins. The rotation of the cards has been changed. The cards "Prokhorovka" and "Velikiye Luki" are excluded from the rotation. The final card is now "Odessa" Every year spent at the front becomes more accessible by rank. Every year, minus the rank. If you're already logged in, the "Join the War" button now opens your account directly on the faction selection page. Unauthenticated users will continue to be redirected to the login page. Game Set RebalanceBelow is the complete list of Game Set changes included in this update. Bf 109 E-7Converted into the free Blue-side fighter, available from Rank 0. Changes Loadout #0 (MG17-AP-2000 MGFF-APHE-120) Rank 2 โ†’ 0 Modification #0 (Default) Rank 2 โ†’ 0 Modification #3 (Armoured Wind Screen) Rank 2 โ†’ 1 Bf 109 E-4Converted into the free Blue-side fighter, available from Rank 3. Changes Loadout #0 (MG17-AP-2000 MGFF-APHE-120) Rank 2 โ†’ 3 Modification #0 (Default) Rank 2 โ†’ 3 Modification #3 (Armoured Wind Screen) Rank 2 โ†’ 3 Modification #4 (Removed Armoured Head Rest) Rank 2 โ†’ 4 Modification #5 (Mirror) Rank 2 โ†’ 3 Modification #6 (DB601N) Rank 3 โ†’ 4 Modification #7 (DB601Aa) Rank 3 โ†’ 4 Bf 109 G-2Changes Frontline retirement date: September 1, 1943 โ†’ June 1, 1944 (extended by 9 months) Modification #6 (DB605A engine) Price 1260 โ†’ 1200 Bf 109 G-4Changes Frontline retirement date: October 1, 1943 โ†’ June 1, 1944 (extended by 8 months) Aircraft price: 800 โ†’ 2500 Modification #6 (DB605A engine) Price 300 โ†’ 700 Bf 109 G-6 LateChanges Price: 3900 โ†’ 3000 Bf 109 K-4Changes Frontline introduction: October 19, 1944 โ†’ February 1, 1945 (delayed by approximately 3.5 months) Yak-7B Series 36Changes Aircraft price: 3600 โ†’ 1800 (reduced by 50%) Loadouts Loadout #0 (UB-APHE...) Rank 7 โ†’ 6 Loadout #1 (FAB-50) Rank 8 โ†’ 7 Loadout #2 (FAB-100) Rank 9 โ†’ 8 Loadout #3 (Empty) Rank 7 โ†’ 6 Modifications #0 Default Rank 7 โ†’ 6 #1 2 ร— FAB-50sv Bombs Rank 8 โ†’ 7 Renamed (previously "FAB-50 bombs") Added English and Russian descriptions. #2 2 ร— FAB-100M Bombs Rank 9 โ†’ 8 Renamed (previously "FAB-100 bombs") Added English and Russian descriptions. #3 RPK-10 Rank 7 โ†’ 6 Renamed (previously "RPK-10 radio compass") Added English and Russian descriptions. #4 Landing Light Rank 7 โ†’ 6 Renamed. Added English and Russian descriptions. Yak-1B Series 127Changes Frontline introduction: March 1, 1943 โ†’ February 1, 1943 (available one month earlier) Yak-9T Series 1Changes Frontline introduction: August 1, 1943 โ†’ June 1, 1943 (available two months earlier) La-5F Series 38Changes Frontline introduction: April 1, 1943 โ†’ March 1, 1943 (available one month earlier) La-5FN Series 2Changes Frontline introduction: September 1, 1943 โ†’ June 1, 1943 (available three months earlier) LaGG-3 Series 4Converted into the free Red-side fighter, available from Rank 3. Changes Loadout #0 (UB-APHE-200 SHVAK-APHE-150 SHKAS-AP-1300) Rank 2 โ†’ 3 Modification #0 (Default) Rank 2 โ†’ 3 Modification #1 (RPK-10) Rank 2 โ†’ 3 LaGG-3 Series 29Converted into a free Red-side fighter. P-47D-22Changes Aircraft price: 3060 โ†’ 2000 All loadout and modification ranks have been reduced by one level. Loadouts #0โ€“5 (Gun-only) Rank 4 โ†’ 3 #6โ€“23 (Guns + Bombs) Rank 8 โ†’ 7 #24โ€“35 (Guns + 2ร—1000 lb Bombs) Rank 9 โ†’ 8 #36โ€“41 (Guns + Rockets) Rank 6 โ†’ 5 #42โ€“59 (Guns + Bombs + Rockets) Rank 8 โ†’ 7 #60โ€“71 Rank 9 โ†’ 8 #72โ€“78 Rank 4 โ†’ 3 Modifications #0 Default Rank 4 โ†’ 3 #1โ€“2 Machine Guns Rank 4 โ†’ 3 #3 Ammunition Rank 6 โ†’ 5 #4 Ground Attack Package Rank 8 โ†’ 7 #5 150-Octane Fuel Rank 9 โ†’ 8 #6 Bendix Rank 4 โ†’ 3 Added English descriptions for modifications #1โ€“6. P-39L-1Changes Modification #7 (V-1710-63 Engine) Rank 7 โ†’ 5 Price 100 โ†’ 700 Spitfire Mk.IXcChanges Frontline introduction: March 1, 1944 โ†’ January 1, 1944 (available two months earlier) Me 262 AChanges Frontline introduction: July 1, 1944 โ†’ February 24, 1945 (delayed by approximately eight months) Modification #7 (Bomb Load) Price 4600 โ†’ 2000 Ta 152 H-1Changes Frontline introduction: January 1, 1945 โ†’ February 1, 1945 (delayed by one month) P-51B-5Removed from the Game Set. Mosquito F.B. Mk.VI Series 2Removed from the Game Set. Ar 234 B-2Removed from the Game Set. Ju 87 D-3Converted into a free Blue-side ground attack aircraft. Ju 88 C-6Converted into a Blue-side ground attack aircraft. MC.202 Series VIIIRemoved from the list of free Blue-side aircraft. I.A.R. 80-ARemoved from the list of free Blue-side aircraft. I.A.R. 80-BConverted into a Blue-side ground attack aircraft. I-153Structural changes only. No gameplay changes. Ground Vehicle Economy RebalanceThe prices of all ground vehicles have been significantly increased. T-34/76 UTZ (1943): 3000 โ†’ 6500 T-34/76 STZ(1942): 300 โ†’ 2500 Pz.Kpfw.III Ausf.M: 1500 โ†’ 4000 Pz.Kpfw.III Ausf.L: 300 โ†’ 2500 SU-122 UZTM (1943): 2800 โ†’ 7000 StuG III Ausf.G: 1440 โ†’ 5000 KV-1s ChTZ(1943): 2400 โ†’ 12000 Churchill IV: 2200 โ†’ 7000 Pz.Kpfw.IV Ausf.G: 2640 โ†’ 6500 SU-152 ChKZ (1943): 5000 โ†’ 12000 M4A2: 3360 โ†’ 6500 Sd.Kfz.184: 5200 โ†’ 13000 Pz.Kpfw.VI Ausf.H1: 5760 โ†’ 15000 Pz.Kpfw.V Ausf.D: 4100 โ†’ 13000
  8. The server is stopped. The launch date is not yet known. We will inform you about the launch separately.
  9. Hi. There is no mistake. In one of the recent updates, we added bonuses. There was a player in that tank, not an NPC. Therefore, a bonus of 2% of the number of points of the destroyed tanker and 5% of the amount of his finances is given.
  10. Hello everyone. Fixed an issue where air supplying garrisons via landing replenished only 50% of the required amount; Improved the stability of target identification. Previously, the commander would sometimes fail to identify the target and would not record the damage. The logic for calculating the number of destroyed units in supply columns has been completely reworked. Calculations are now highly accurate. A supply is considered destroyed when 85% of all its objects are ruined. Supply column links have been added to the interactive map. Now it is visually clear from which factory and exactly where the resources are being transported. This becomes available after reconnoitering the supply route. Additionally, the number of units in the supply column is now displayed in the dialog box. A link indicating which garrison an airfield belongs to has been added to the interactive map. The link appears when clicking on an airfield. Now, you can accurately determine ownership to avoid mistakes when trying to supply a garrison. As a reminder, you cannot supply a garrison from the airfield it belongs to. To complete a supply mission for such a garrison, you must fly out from a different airfield. A link has been added to the interactive map showing which factory resources for a bridge are consumed from, and to which factory they will respectively return at the end of the mission. Railroad station links have been reworked. Resource transfer directions are now much easier to distinguish. Fixed a bug where resources from factories were loaded into supply columns and bridges from a random factory instead of the nearest one (yes, don't be surprised, we've been living with this bug all this time))). The bug with the flight completion status has been fixed. Now, upon landing at an airfield, the status is set to "Landed". In this case, the penalty deduction for damage is 1/3. The damage-blocking nets above the tanks have been removed from the bridges.
  11. Increased voice volume for radio communication; Reduced background noise for radio communication; Increased radio communication range to 35 km; Reduced database load. Frequently accessed commander data is now cached and retrieved from memory, preventing database overload with queries; Added icons to the player online window indicating if a user is on the TeamSpeak server, as well as their status (online/offline); Added a countdown timer and penalty reasons to the player online window. If a character is captured or killed, a timer will tick down showing the remaining time until combat actions are permitted; Emergency landing at an airfield should now deduct three times less in-game currency (let's test this together); The "Bridge" objective is now considered destroyed when 65% of all its objects are destroyed; The logger bot now sees everyone on the TeamSpeak server, records multiple events, and tracks user statuses (online, mic on/off, sound on/off). In the future, we will add TeamSpeak server monitoring to the website so you can see who is in which channel; Fixed a bug where negative values were added to a group, reducing the overall income; Fixed other minor bugs; Partial code refactoring; Happy flying!
  12. Due to the problems of the master server, the game server is temporarily stopped. As soon as the master server becomes available and you can log in to the game, we will immediately launch the game server. This is done in order not to waste the generation with the restoration of all resources due to the lack of players.
  13. Hello everyone. We are discussing everything related to radio communication. Impressions of how it works. How best to organize with other groups, etc. How to conduct a radio exchange and when to do it? For example, when approaching a target, should you radio in to report your arrival, so that if there are allies they know about you and don't check the altitude again?
  14. To use radio communication, you need to be in any channel of our TeamSpeak server. The channels with bots are deliberately encrypted by us, because anyone who enters them can gain access to the logs and thus have unauthorized access to other people's data. If you have linked an account, bot will determine when you are on the game server and will automatically broadcast to you the speech of those who speak on the air and are within range of your radio station.

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