77th JSOC's Invade & Annex | APEX

Here will be posted all the changes made to the public mission files currently in use
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#41

2 years ago

Changelog | 10/01/2021

We applied a couple of changes to the mission. Kudos to Ateir and Thefatgerbil on their work with the uniforms and vehicles textures!

- Added new uniforms - DCU, M98, Digi Urban, Digi Desert, Digi Forest (Patreon)
- Added new vehicle skin Hunter - Black Camo (Patreon)
- Cleanup and restructure of the mission files

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We like to thank all players who provide us with feedback and bug reports.
If you find any bugs please report them here or even better use this form.
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#42

2 years ago

Changelog | 13/01/2021

We applied a hotfix to the mission file:
- Fixed an issue with the target detection of the priority AA mission

We like to thank all players who provide us with feedback and bug reports. If you find any bugs please report them here or even better use this form.
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#43

1 year ago

Changelog | 27/6/2021

We applied a couple of changes to the mission over the last few weeks culminating in adding a new anti-lonewolf system yesterday.

Added:
- Added a system that will assist in preventing players from lonewolfing and therefore make life of Pilots and HQs easier. We are in the process of fine tuning it, but please let us know if you find any bugs with the provided links at the bottom of this post.

Key Features:
  • Players need to be in a squad of at least 6 people in order to be allowed to board a helicopter or transport vehicle at base
  • The system is only active if the server has 12 or more players as to not hinder low population gameplay
  • Only works in the proximity of base / the reward areas
  • It can be circumvented by being in a squad with the pilot. This is currently the way to go in order to get out to the vehicles rewards on Tanoa for any armor squad.
  • Players need a squad of 3 in order to enter the vehicles for an armor squad and being in need of a squad of 2 in order to enter nyxes.

Tweaks and Changes:
- Some smaller bugfixes to our bases and enemy HQ compositions
- Updated our billboards (and the links they provide) at base and fixed some minor issues with them
- CSAT will no longer employ captured Cheetahs for AA defence of the AOs in fortified positions
- There are no red smokes indicating any kind of CSAT fire support strikes anymore. They run dry on the smoke grenades and improved their communications. Other warning are not affected.
- Reduced the forces protecting the Intel side missions due to manpower needs for CSAT in the AOs
- Instead CSAT requisitioned some older helicopters and they might be encountered as escape vehicles on Intel side missions
- Slightly reduced the minimum weapon sway
- Doubled the amount of reward points granted by doing successful medevac mission in the AOs. NATO reallys want to leave no man behind



We like to thank all players who provide us with feedback and bug reports. If you find any bug please report them here or even better use this form.
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#44

1 year ago

Changelog | 04/7/2021

During the update last week we forgot put live another small change. We corrected that yesterday.

Tweaks and Changes:
Due to increased demand we have been granted some more artillery shells for daily use
- Starting amount of all shells (Scorcher HE / Smoke and MLRS Rockets) has been increased
- Increased the amount of shells that can be bought and fired per AO


We like to thank all players who provide us with feedback and bug reports. If you find any bug please report them here or even better use this form.
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#45

1 year ago

Changelog | 17/7/2021

We applied a couple of changes to the mission today.

Tweaks and Changes:
We noticed that it was mandatory for HQs to buy supply crates, which conflicted with the idea of rewards being rewards / additional toys for the players. So we took steps to remedy that.
- Removed the big Cargo Net crate from the Reward menu
- Instead each base features two supply boxes (the green ones) that now have a 10 minute respawn timer in case they are destroyed
- Reworked the landing pad area of the AAC Airfield. It features a new Medevac area that should be more convenient for players
- Slightly reduced costs for transport helicopters



We like to thank all players who provide us with feedback and bug reports. If you find any bug please report them here or even better use this form.
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#46

1 year ago

Changelog | 09/10/2021

We applied a couple of changes to the mission today. They are focused on some much needed Quality of life improvments. Here is a list of visible changes:


Added:

New Role Selection System:
- No more visiting the lobby to change role
- Go to the base arsenals to change your role (via a scrollwheel option)
- Total number of slots per role has not changed, however more slots open up with more players joining. Low pop means less quantity of powerful roles like pilots

New Squad Managment Menu - among the many changes are the following:
- It should now be easily visible who is ungrouped with what role and what roles are in what squad
- Players can see pending Invites from squads and squadleaders can see who they invited
- it is now more clearly visible what member of a squad will become the acting SL with access to command channel whenever the real SL is incapacited

Additionally:
- Tanks got an Active Protection System (Bluefor + Opfor) that has a chance to protect against incoming missiles. How well the protections works depends on the vehicle
- Enemy Infantry rearms properly now


Tweaks and Changes:

- FOB layout changes (e.g. Arsenal moved outside)
- FOBs indicate if Arsenal is available (click map marker for status)
- AI can now be aware whenever players hide in buildings and try to come and get them
- Healing of friendlies is more reliable
- Gunners in Offroads get ejected, when incapacitated
- Pawnee returns to the reward vehicles
- Gitmo Prisoner on the AAC Airfield should now actually end up in prison
- Enemy mortars fire less frequent and with less accuracy


Fixed:

- Retired even more friendly Panther crews found sneaking their way to AOs
- MG Towers and Mortar Pits will no longer spawn on roads causing traffic jams
- AI should now correctly make use of suppressive fire
- AI should now correctly make use of AI countermeasures
- Entering vehicles while dragging/carrying should not be a pain in the ass anymore
- Improved the tower teleporter when incapacitated
- HVT and medevac no longer spawn at old AOs locations.
- Potential fix for unwanted arsenal creations
- Smoothed out Base AA & Artillery animations
- Fixed server crashes on rearm
- Vehicle services (e.g. by a HEMTT Ammo) should no longer provide restricted services when FOB was providing that type of service (e.g. Repair Service)


We like to thank all players who provide us with feedback and bug reports. If you find any bug please report them here or even better use this form.
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#47

1 year ago

Changelog | 21/10/2021

77th JSOC's Invade & Annex | APEX v2.1

Note:
We've applied a few fixes and tweaks in relation to the massive update we pushed recently, along with a few vehicle skin changes (special thanks to Constant Deluge and Thefatgerbil).

ADDED:
  • NATO green skins for the Kamysh, Marid, Mora, Kuma, and T-100
  • White Cross insignia to replace the Red Cross in the insignia menu and on the medic's shoulder patch

FIXED:
  • FAK was taken when a medic healed another player (Codename: "No FAKs given")

IMPROVED:
  • All UI menus now have a default value instead of empty input when opened
  • The "Getting Started" billboard has been modified to address the introduction of the role selection
  • Multiple texts were changed to describe more accurately the role selection system
  • Optimized resolution vehicle skins for all helicopters
  • Changed the default vehicle skin for Kamysh, Marid, Mora, Kuma, and T-100 to the new NATO green

We would like to thank all players who provide us with feedback and bug reports.
If you find any bug please report them here or even better use this form.
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Image Col. Knight
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#48

1 year ago

Changelog | 24/10/2021

IMPROVED:
  • Tweaked Mortars and Plane CAS to be less deadly
  • Tweaked APS to make it more easy to deal with enemy armour. You will still need to adjust your tactics in comparison to before APS!
  • 1 HAT slot is now available from the start
  • 2 Medic slots are now available from the start
  • Total Number AA slots has been increased to 6
  • Ingame Diary now reflects the change to Role Selection and APS

We would like to thank all players who provide us with feedback and bug reports.
If you find any bug please report them here or even better use this form.
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"Always remember to pillage before you burn."
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#49

1 year ago

Changelog | 28/12/2021

ADDED:
  • Squadleaders playing with the Team Leader role will now have the same overlay as medics for wounded soldiers. But only for their own squad.
IMPROVED:
  • Squad Leader Role has been renamed to Team Leader to make it easier to differentiate between the role and the actual leader of a squad
  • Injured player names have a different color for medics and SLs, to ease identifying members in need of medical attention
  • Backpacks are locked by default
  • AO Defenses no longer spawn additional jets
  • CSAT Medical Trucks should now have a small amount of FAKs in their storage
FIXED:
  • FOB Forlorn Hope is now build on clear ground again (Thanks BeanBurr)
  • Tactical Ping was not properly restricted to group only
  • Supplies found in the AO could have Zafir Magazines that just would not work with the gun (Thanks Frazer)
  • Grenadiers and Squad Leaders can no longer defuse mines and explosives. Get yourself engineers again!
  • Role Selection was unintentionally available on FOB Arsenals

We like to thank all players who provide us with feedback and bug reports. Happy holidays and a good new year!
If you find any bug please report them here or even better use this form.
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#50

11 months ago

Changelog | 01/04/2022

We reduced the squadsize limit to 11. In Order for that to transition better we reduced the importance of CAP so pilots do not need to to have it in the air at all times.

IMPROVED:
  • We reduced the squadsize limit from 16 down to 11
  • There are now 10 Medic slots total. The server starts with 2 and gains an additional role every 6 players now
  • Reduced chances of dedicated enemy AA jets to appear
  • The maximum amount of enemy jets being active at the same time is reduced by 1
  • Slightly reduced AI difficulty settings for Tanoa AI
FIXED:
  • Fixed some outdated diary entries
  • Fixed some outdated mission descriptions
  • Corrected and updated some links on our base billboards

We like to thank all players who provide us with feedback and bug reports.
If you find any bug please report them here or even better use this form.
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