'Timoshenko' update with Soviet faction - changelog

Changelog Timoshenko Update

Resource Pools

All units show up in battle and are pooled together.

Accesspoints have 1 resource pool per flying/non flying resource type

A resource pool has a point system that controllers the speed at which resources can be used

Delay pool starts at max Defender town accesspoint gets a multiplier depending on number of accesspoints they own at match start. Multiplier on Regen and Max

Support Vehicle

Max: 1200 (3 simultaneous)

Cost: 400 (3 per min)

Regen: 20 per sec Motorcycles

Max: 1200 (3 simultaneous)

Cost: 400 (3 per min)

Regen: 20 per sec Halftracks

Max: 4800 (2 simultaneous)

Cost: 2400 (1 per 2 min)

Regen: 20 per sec

Squad System

A squad consists of a number of character slots

Each character slot has some required resources and some optional resources

There can be one vehicle spawn per character slot

A squad is attached to one accesspoint

All resources are drawn from the squads assigned accesspoint

At mission start only one of each type of squad per accesspoint will be sent to the action game, new ones will be requested as they fill up

The action server requests a new squad of the same type from the war server every time there are no more free slots. This is done per accesspoint

Mobile spawn

If a member of your squad currently “owns” a valid mobile spawn vehicle then it can be chosen in the spawn menu

The mobile spawn vehicles are:

All accesspoint players

Tanks

Squad members

Transport planes

Halftracks can be used by all accesspoint players (Since they are limited per resourcepool) Selection must be done within first 10 seconds of vehicle life

Player must have no spawn delay penalty

Vehicle and player must come from same accesspoint Paratroopers

Paratrooper will first draw all the airborne resources from their accesspoint

If no more airborne then they will draw grounded Vehicle spawning

The ability to spawn a vehicle is determined by

The squad slots optional and required resources

Resource availability from the squads accesspoint

Enough points in the resourcepools delay point system

Can be queued for in spawn menu

Ingame limitations(no spawnpoints, no room, etc.) Vehicle despawning rules

No owner

Not being unlocked

Not being spawned in

More than 100m away

Owner died

Owner took a different vehicle Vehicle enter rules

Empty seat

Not occupied by another team

Not owned by another team Spawn delay

Defending armor teams have 15 sec extra spawn delay

Scoreboard

Shows all players

Assault team overview removed

Kills and deaths split into separate columns

Lives is the number of times a team can spawn, taking into account resource limitations

Spawn menu

Shows available spawns from Resource pool delay point system

Mouse over on accesspoints with resources shows a resource overview

All active capturepoints are shown

Cancel warning added when cancelling spawn selection

Cancel spawn selection when waiting for resource pool delay

Releases your reserved points so another player can take them

Players already in queue won't benefit from a player canceling

First blood support for the Soviet faction



A lot of small changes to make 3-faction fighting functional



GUI Updates

Added a kill box with info about your killer

Weapon name is the name the player has renamed his weapon to

New rank icons

New faction icons

On team kill a player doesn't drop his weapon



Weather Settings - Adjusted Tracers and Particles (intensities) to match the different weather settings better.



Screen space reflections for ingame objects (enabled for medium and high quality settings)



All characters have been re-skinned.



All characters have the fresnel (glow effect) adjusted



New Uniform variations:

Soviet Recon Uniforms

German Infantry Uniforms

US Infantry Uniforms

Soviet Infantry Uniforms

Handgrenades now damage the Anti-Air guns

Village Skirmish adjustments:

Extended the map-borders slightly

Slanted the terrain downwards towards the map-borders to break line of sight for snipers.

Added some trees and flooded areas to increase graphical fidelity of the map edges.

Created a new flanking route (SouthAp to the Chateau).

Added an AA gun emplacement at the crossroads of the new flanking route (SouthAP to Chateau).

Chateau: Added a ladder to the top floor to improove flow.

Chateau: Added a window at the top of the staircase to improove flow.

Chateau: Added a stack of crates by the garage to allow players to gain access to the garage roof.

Chateau: Made the eastern entrance through the compound wall smaller, to prevent halftracks being jammed in there.

Added a new flanking route (Chateau to Farm), in the east. Via this riverford you can now cross the river further downstream with vehicles.

Removed Brush in the center of Ruin due to it being abused as a hiding spot.

Added roads and terrain deformers to better indicate the riverfords at the tip of the forrested island.

Changed the ingame map to reflect the changes.

Airfield: Expanded O3 capture zone to include entire bunker.



Fixed a lot of texture errors on all maps



Being killed by an indirect HE shell now shows the killcam (Unless Camouflaged Badge is equipped)

Soviet Faction Weapons

Added PTRD 1941 Anti-Tank (Anti-Tank)

Added Mosin-Nagant 1891-30 (Bolt-Action)

Added Mosin-Nagant 1891-30 Scoped Rifle (Sniper Rifle)

Added Tokarev SVT-40 (Semi-Automatic Rifle)

Added PPD-40 (Submachine Gun)

Added RPG-43 (Anti-Tank Grenade)

Added NR-40 (Melee)

Added Vulkan Stalin (Melee)

Soviet Faction Vehicles

Added BT-7 Model 1937 (Light Tank)

Added T-38 Model 1937 (Light Tank)

Added T-26 Model 1933 (Light Tank)

Added T-34 76 Model 1942 (Medium Tank)

Added T-34 85 Model 1944 (Medium Tank)

Added IS-2 Model 1944 (Heavy Tank)

Added SU-85 (Tank Destroyer)

Added GAZ-67 (Jeep)

Added Harley-Davidson 42WLA (Lend Lease) (Motorcycle)

Added BA-64B (Scoutcar)

Added M3A1 (Lend Lease) (Halftrack / APC)

Added Yakovlev Yak-9B (Fighter Plane)

Added Douglas C-47A Skytrain (Lend Lease) (Transport Plane)

Added Maxim M4 Quad Artillery (Anti-Air Gun)

All weapon values have been tweaked and changed



All upgrade have been tweaked and changed

All modifications you bought pre-Timoshenko have been removed and refunded in Credits

All weapons have a default ammo equipped

Fewer mods to chose from

Improved way for showing stats when modding

Added condtion bars to item renders on all screens showing weapons

Weapon & Vehicle silhouettes overhaul



New flashier and crispier MuzzleFlashes for the Pistols, Rifles, SMGs, LMGs and mounted LMGs (less dusty looking and more firery looking) - Also a bit more aggressive for the LMGs in general.



More smoke coming from the weapons together with the flashes.



Added N-K M3 6x30 US Optics (Binoculars)



A player can only have 10 active mines in a match at any one point in time. Placing nr. 11 will return the oldest mine to your stash



The already available Soviet weapons and explosives have been added to the Soviet progression tree



Weapon variants:

PPSh-41 Weapon variations: LightWood, DarkWood, VehiclePaint, Black, Used

PPD-40 Weapon variations: LightWood, DarkWood, VehiclePaint, Black, Used

Mosin-Nagant Weapon variations: LightWood, DarkWood, VehiclePaint, Black, Used, Camo

Mosin-Nagant Scoped Weapon variations: LightWood, DarkWood, VehiclePaint, Black, Used, Camo

Tokarev SVT Weapon variations: LightWood, DarkWood, VehiclePaint, Black, Used, Camo

Unlocks

Added all Soviet unlocks. Too many to mention

Captured spades now unlock on 2 levels for each enemy faction

Captured knives now unlock on 2 levels for each enemy faction

Moved SMG modify internals from level 7 to level 6

Moved SMG modify barrel from level 9 to level 8

Moved SMG modify sights from level 11 to level 10

Moved SA rifle modify internals from level 5 to level 8

Moved SA rifle modify barrels from level 4 to level 7

Moved SA rifle modify trigger from level 3 to level 4

Moved SA rifle modify sights from level 2 to level 3

Disabled infantry from purchasing NEW sniper rifles - existing rifles are kept.

Move unlocking basic enemy handgrenades from level 7 to level 5 (to align with soviet grenades)

Moved German Unlock of US-AT mine M1A1 to level 4

Moved US Unlock of German-ATmine Tellermine to level 3

Moved German unlock of Soviet AT-mine to level 3

Moved US unlock of Soviet AT-mine to level 4

Moved US and German captured AT-grenades to level 11

Moved captured bazooka/panzerschreck from Explosives ribbon level 11 to Tank Destruction Ribbon level 9 & 10

Moved AT-mine unlocks to level 1 from level 2 Tank Destruction ribbon

Moved US unlock of German s-mine from recon level 9 to level 11

Added unlocks for soviet vehicles

Moved unlock of bolt-action rifles from level 2 to level 5

Moved unlock of LMG's from level 6 to level 9

All factory ammunition now costs credits (very minimal amount)

Credit gain tweaked to compensate for this cost

Added wrench for Pilot

Soviets?! Yes, the Soviet Union join the war for Europe. A brand new faction enter the fray. Who will ally against who? - Do you have what it takes to beat 2 factions? 3-Faction battles (12vs12vs12), 1000 new towns added on the Campaign, 23 'Major Cities' total and many more RTS changes.7 New tanks, 3 New vehicles, 1 New fighter plane, 1 New Transport plane, new uniform skins, all weapons and upgrades adjusted and many more changes. Check out the full changelog below!