Men of War: Assault Squad 2 - Cold War

Men of War: Assault Squad 2 - Cold War

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Actualización: 30 OCT 2019 a las 1:30 p. m.

- Fixed Campaign crash on spawning certain vehicles.
- New issue I discovered: Campaign unit selection screen will stop scrolling after certain amount of unit portraits, so most tanks and helicopters aren't being shown. Working on a fix.

Actualización: 28 OCT 2019 a las 10:59 a. m.

- FOR REAL THIS TIME fixed tanks and helicopters menus not showing up - problem was, unbeknownst to me, "Test mode" in Skirmish makes more menus available than regular mode, and I was testing in "Test mode". This is fixed.
- Now that I know how to control number of available menus, I re-separated infantry teams and heavy weapons, which are now in their own menus rather than one jam-packed menu.
- Fixed RPU-14 crew killing themselves when they fire. Rest in pieces.
- Fixed shell velocity on M-30 so it arcs more like the rest of the artillery.
- Added 5th crewman to M107 SPG.

Actualización: 27 OCT 2019 a las 6:38 p. m.

- Fixed headlights and seat positions on M107, and added a 5th crew position (forgot to actually add the 5th crewman);
- Fixed M29 mortar having black textures in Campaign (due to uncompressed .bmp texture files);

Actualización: 27 OCT 2019 a las 4:52 p. m.

- Fix US tanks not showing up in skirmish;
- Changed M108 unit icon to something a bit more consistent with other units

Actualización: 26 OCT 2019 a las 9:06 p. m.

- Nerfed grenade launchers quite a bit, reducing their blast radius, range and rate of fire.
- Big revamp of unit menus in skirmish/MP, increasing number of menus with more logical organization of vehicles:
- TAB 1 remains infantry squads;
- TAB 2 retains infantry teams, and is now home to all crew-served heavy weapons (except artillery);
- TAB 3 is now Non-Combat Support Vehicles, for things like transports, ammo trucks, unarmed jeeps, and basic APCs, who, even though they are armed for defense, are still primarily used for transport;
- TAB 4 is now Combat Support Vehicles, armed but unarmored vehicles who are meant to provide fire support for infantry forces but not engage directly in combat (as in, get shot at)
- TAB 5 sees the return of Artillery, in both towed and self-propelled form. Now includes some new toys like the M108 and M107 SP guns for the Americans, and the RPU-14 towed rocket launcher for the Soviets - as well as the return of the M109 and BM-21 Grad.
- TAB 6 is for Armored Fighting Vehicles - tanks, armoured tank destroyers and armoured IFVs, vehicles meant to directly engage the enemy (and risk being engaged)
- TAB 7 is home for Helicopters
- And the 8th and final tab are airstrikes and in the future, if I can figure out how, other Aircraft missions. Gun runs, cluster bombs, even paradrops.
- As stated, returned vanilla CW artillery - BM-21 Grad and M109;
- Also added some new artillery: M101 105mm towed howitzer; M-30 122mm towed howitzer; "RPU-14" towed multiple rocket launcher; M108 105mm self-propelled gun; M107 170mm self-propelled gun;

As always, please report any bugs and issues!

Actualización: 24 OCT 2019 a las 8:13 p. m.

Did some things:

- Fixed Stuka divebomb sound when helicopters die;
- Fixed M79 grenade launcher behaviour, it now acts like a proper grenade launcher, also increased its range dramatically. Please report if you think this is unbalanced, it can be quite effective - Soviet counterpart should be SVD but that might be underwhelming.
- Added XM177 and XM177E2 with XM148 under-barrel grenade launcher, and gave these to US SpecOps squad;
- Fixed some missing ammo localizations;
- Fixed VMF (Soviet Naval Infantry) squad so they become available in round 2 in campaign, also reduced their delay;
- Changed VMF WW2-style sailor's cap with black beret :(
- Re-integrated smoke grenades and liberally added them to Squad Leaders;
- Maybe some other things I can't remember right now.

Actualización: 22 OCT 2019 a las 7:42 a. m.

- Fixed Malyutka not spawning second crewman in SP campaign;
- Fixed M151 Jeeps wheels not receiving damage;
- Added test of new vehicle "profile view", I plan on making new line diagram profiles for every vehicle, rather than there simply being ~5 generic ones that every vehicle will use. First test is on the M151 MUTTs & its variants.

Actualización: 19 OCT 2019 a las 6:32 p. m.

- Added 9M14 Malyutka crew-served launcher for Soviet Union;
- Added MGM-32A (ENTAC Model 58) crew-served launcher for United States;
- These are man-portable ATGMs crewed by two-man teams, but suffer from drawbacks; their crew is extremely exposed and the missiles themselves are hard to use (for AI). For best results, use at long range in direct fire mode to snipe enemy tanks.
To help these new weapons settled in, I have tweaked ATGM properties somewhat significantly:
- Increased range of all ATGMs dramatically;
- But also gave them a relatively large (75m) minimum range;

IRL anti-tank battalions equipped with ATGMs often relied on shoulder-fired AT weapons like the RPG and M67 to cover the deadzones of their ATGM's minimum range, as well as heavier weapons like anti-tank guns and recoilless rifles. The Soviets went so far as to equip every 9M14 Malytuka team with a backup RPG-7 - which, of course, I've done as well.

A note: Unfortunately the Men of War engine doesn't easily differentiate between different types of towable heavy weaponry; if I were to use the Shift-G Link system for these ATGM launchers so they can be loaded by jeeps and light trucks, those jeeps and light trucks would also be able to carry around ANY towable weapon. IRL ATGM teams would be transported by light trucks, and like rifle infantry also transported in light trucks, they would try and disembark far, far away from the enemy, sneak their ATGMs into good positions on foot. Few nations bothered to "mechanize" ATGMs - instead, they just mounted ATGMs directly to the vehicles like in the case of the BMP. So for the time being these ATGMs, like heavy MGs, mortars and other light crewed weapons, will remain on-foot only.

Actualización: 17 OCT 2019 a las 11:34 a. m.

This is mainly a polish update
- Added AKMS (Suppressed) fitted with PBS-1 suppressor, for Spetznaz troops;
- Removed MG from Spetznaz squad because it didn't jive with the new silencers, replaced with a Medic;
- Removed aimshot ability from Spetznaz Marksman, otherwise he'd be identical to regular Sniper and I'd have to increase his price to match;
- Fixed hatch animations on 9P110, BRDM, BRDM-2, M42 Duster, M50 Ontos and M113 ACAV;
- Increased M113 ACAV side MG firing arcs;
- "Fixed" M42 Duster firing automatic (the only problem was I am stupid), now its even more ridiculous in direct fire mode!
- (Hopefully) fixed a lot of hard-to-detect vision issues with all the new vehicles (DMS pls gib option to turn on old LOS shadows!)
- Added Motorized Soviet Naval Infantry (VMF) squad, mounted in special BTR armed with DshK heavy MG

Actualización: 15 OCT 2019 a las 7:19 p. m.

- I saw all 3 guys in a jeep die by driving through a wall and being crushed. This angered me, so I removed this "feature", gunners and crews in open vehicles will no longer die by walls.
- Added custom AKMS model with both extended and folded stock versions and peppered them throughout Soviet VDV and select other troops (mainly AT soldiers). Folded stock version has just the tiniest less range (75>70).
- Fixed 9P110 (BRDM ATGM launcher) so that launcher is always tilted upwards a bit, because this looks cooler.