Men of War: Assault Squad 2

Men of War: Assault Squad 2

Nation of Snakes -- Counter-Insurgency V6.2
Näytetään 71–80 / 97
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Päivitys: 24.2.2018 klo 22.05

V 3.2.2

- Bug fixes
- Economy Adjustments
- So on and so forth

Päivitys: 24.2.2018 klo 18.50

V 3.2.1

- Added slow trickle of resources
- Changed a lot of rules, probabilities, and effectors on enemy mining crews too keep them from insta-killing your supply route
- Added an enemy rocket unit, not very powerful, but can be annoying
- Fuel cans brought way down in price
- Minesweeper moved to T1 weapons rack
- Other tweaks and changes

Just FYI, there will probably be a few of these quick hit releases as I get feedback on the new supply system.

Päivitys: 24.2.2018 klo 15.51

V 3.2 - Realistic Supply

This update's core change is a completely new MP/supply system that is both more realistic, and seperates player income from other elements of gameplay. This fixes a potentially game-breaking exploit and adds a new dimension.

In order to get resources to spend on base upgrades, units, etc, you have to request supply vehicles, and make sure they get to your base safely. When they arrive at your base you get your MP. You will need to keep your supply lines open and secured or risk "starving" and not having the resources to effectively combat the enemy.

You no longer get resources from killing the enemy, although you do get a small reward for prisoner turn-ins, but much less. You can also get resources from random convoy tasks, and some special events.

Other changes:
- Having economic advisors on the feild improves humanitarian aid distribution
- Enemy vehicle spawn probabilities have been reduced. Multiple enemy vehicles on the feild should be extremely rare.
- Various balance changes and tweaks.
- Various price changes and tweaks.
- Various bug fixes.

Päivitys: 22.2.2018 klo 19.09

V 3.1.1 - Interim Release

Economy rework implemented on Siplingen only. I am awaiting feedback before converting the to other maps. You have until Saturday to provide your feedback.

Primary supply system is now requesting supply vehicles to your base. Just like the random convoys, you need to make sure they make it to their destination (your base). This is both more realistic (you need to keep your supply lines secured), and fixes the "income tied to H&M" problem. You can still make money from prisoners (although less), random convoy tasks, and special events.

Other noteable changes:
- Eco advisors boost humanitarian aid distribution
- Advisors, interpreter, and doggo not behind weapons racks anymore.
- OSS no longer has ongoing costs

- Bug fixes
- Economy changes to accomodate new supply system.

Päivitys: 22.2.2018 klo 15.03

V 3.1 - Intermin Release

I am in the midst of a major overhaul to to the core economy and making a long list of adjustments and changes. This is about the first half of those changes, the next half will be coming in the next version.

- Turning in prisoners gives a chance at intel on hostiles, subversives, and mines
- New officer+terp ability "convert". Used against subversives, there is a small chance you can talk them out of their ways, or simply buy them out, converting them to friendly militia.
- Interpreter, Economic Advisors, and Dog are unlocked by weapons racks. Hover over weapons rack upgrades for more info.
- Reworked humanitarian effects. Probably not done reworking them yet.

- A long list of bug fixes and other changes

If you want to know more about the major changes coming in the next version, check out the latest posts on the current development notes in the discussion area.

Päivitys: 20.2.2018 klo 19.20

V 3.0.1

- Various bug fixes and tweaks

Päivitys: 20.2.2018 klo 14.20

V 3.0 - Doggo!

Big thanks to Rex for permission to use/modify his asset: http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1301599539

New asset/mechanic: Dogs!
- Military Working Dog can be recruited from the personnel menu.
- He is player controlled, but doesn't like to be more than 20ish meters from friendly personnel
- He will passively indicate nearby enemy mines, enemy personnel, and subversives (100% accurate). He does not report _where_ these things are, just that they are near to him
- His attack has the same stun effect as the less-lethal shotgun, allowing your officer to capture stunned enemies and subversives with ease (100% turnover rate). His attack damage is about 1/4-2/3rds on civilians (depends on what difficulty you play at)

Known limitations/bonus info:
- Doggo cannot go through water. He is a weird doggo.
- Doggo is very resistant to explosions
- Doggo does not set off enemy mines, he is too light
- Doggo regenerates health over time, cannot be revived or healed otherwise.

- There is a hostile dog that can spawn. Probably his most dangerous attribute is that informants and other intel sources do not report him.

Other tweaks, bug fixes and balance changes. Noteable:
- Eterdal now has 2000MP starting.
- Fixed an infinite resource bug on Siplingen

Päivitys: 19.2.2018 klo 19.56

V 2.3 - Less lethal

New mechanic/equipment: Less lethal shotgun
- Available from the T3 weapons rack. This specialized tool knocks humans unconcious breifly, and can be useful for that effect alone for avoiding civilian casualties in crowded areas.
- Its main advantage is when used with the officer's capture abilities. An unconcious enemy or subversive cannot resist being captured. They have a 100% turnover rate.
- It is LESS lethal. It can still kill at close range and with multiple shots, and I wouldn't advise going around and trolling random civilians with it.

Other changes:
- Economic advisors and the interpreter are no longer locked behind the radio station upgrade. They have also been tweaked/reworked/rebalanced some as far as cost and effects. You should find the officer/terp abilities to be more effective now.

- Some items have been moved around in the weapons rack tiers. Morphine pack is 1 at T1 and another at T3. Minesweeper moved to T2. Sniper rifle moved to T2. Some other items have had price changes and tweaks. The prices of the rack upgrades have been reduced.

- Weapons rack base upgrades now list key equipment in teh mouseover text.

- Subversives are much more likely to make a run for it from the officer's capture ability. Best way to deal with this is to knock them out with the Less lethal before attempting capture.

- Subversives have been tweaked. A lot. Overall they have been buffed, except for mining probabilities where they have been nerfed. Killing them is even riskier.

- Various bug fixes, balance changes, optimizations etc.

As always, report those bugs. I changed/reworked a lot of stuff this version and probably missed/broke something somewhere.

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NOTE: I am currently working with/on a dog asset from here: http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1301599539

Hopefully I can fix it's godlike mineclearing ability (it sets off mines but isn't damaged by them), and it will be an additional "stun" asset for capturing, as well as have some passive detection abilities. If anyone out there can help with this, please speak up.

Päivitys: 15.2.2018 klo 22.31

V 2.2.1

- Custom skin and helmet for economic advisors, should make them a bit easier to keep track of
- Custom skins for all german ammo to tell it apart easier, minor tweak to STG kurz ammo to make it easier to recognize and unique
- Fixed a whoopsie bug on Siplingen

Päivitys: 15.2.2018 klo 15.58

V 2.2 - Ammo Overhaul

IMPORTANT: German guns no longer accept allied ammo supplies (or vice versa), the STG has a special ammo of its own. Be advised that supplying your troops from scavenged supplies will be much more difficult now.

This also marks the first change, that I know of, that will break the base game missions and other content, as the ammo change has to be global. It is a neccessary evil.

Grafenwoehr - Tutorial
- Added a learning point about ammo
- Updated text to reflect recent changes

Siplingen
- Ammo conversions done
- Minor balance changes and tweaks*

Deggendorf
- Ammo conversions done
- Minor balance changes and tweaks*

Edertal
- Ammo conversions done
- Minor balance changes and tweaks*

*Notable balance changes made to all:
- Loosing polizei is now a bit harder on the H&M
- Killing subversives is now a bit harder on the H&M
- Officer/terp abilities are a bit more effective now.

Once again, I did not play test this as much as I would have liked, so please keep an eye out for bugs, especially enemy units i missed for the ammo conversion. If an enemy can't/won't fire, or you see regular ammo in his inventory, please let me know.