Men of War: Assault Squad 2

Men of War: Assault Squad 2

RobZ Realism mod
Showing 31-40 of 92 entries
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Update: Dec 23, 2018 @ 6:11pm

Update 1.26.1
- Added Ostfront veteranen faction support (1944-1945)
- Added new veterancy system for veteran infantry, they will now spawn with gained veterancy instead of improved base stats
- Added new camo for Waffen-SS LSSAH infantry
- Added new soviet infantry squads: shock rifle squad (tier 4), shock assault squad (tier 4),
guards shock rifle squad(tier 6) , guards shock assault squad (tier 6),
paratrooper squad (tier 7) and paradropped paratrooper squad (tier 7)
- Added M3A1 scout car to soviet union
- Added Staghound Mk.I and Mk.III to UK
- Added armor skirts to StuH 42
- Added new model for churchill Mk.IV
- Added geballte ladung 3kg for germany
- Added tank commander to tank crew purchase
- Changed ABM (accuracy by motion) for veteran and elite tanks
- Fixed Veteran tiger 2 engine sound
- Decreased explosive based AT grenade damage (non shaped charge grenades)
- Reduced amount of random camo variantion for Waffen-SS infantry to reduce RAM usage

Update: Nov 27, 2018 @ 9:56am

Update 1.26.0
- Fixed wind in multi_04 weather
- Removed all year options away from wavemode as it somehow used almost 1GB of RAM just loading this gamemode (caused out of memory crashes very frequently)

Update: Nov 21, 2018 @ 5:54am

Update 1.25.9
- Fixed several things which was supposed to be in last patch but WinRAR bugged out during compression
- Fixed commander MG still being able to fire after commander has taken cover

Update: Nov 17, 2018 @ 3:16am

Update 1.25.8
- Fixed german fallschirmjäger helmet

Update: Nov 16, 2018 @ 1:45pm

Update 1.25.7
- Added back the accuracy circle
- Added commander mode + button
Commander mode button will set the tank commander/top gunner into 3 different modes: first mode which is the default one is "active mode". This means the tank commander will take cover inside the turret when the vehicle is fired upon. Secound mode is "always up" meaning the tank commander will stay up of the turret hatch no matter what. Third mode is "always down" meaning the commander will close the hatch and stay inside the tank.
- Added new resource setting/gamemode to MP: Wave mode
Wavemode has all units unlocked with no delays at the start of a game. Players will start with a set amount of MP and can buy anything they want. Every 3-10min (adjustable) players will gain back a certain amount of MP to continue the fight. Payback is turned off for this mode.
- Added advanced localization to tank guns: When hoovering over a unit it will now show gun stats like range, penetration, muzzle velocity, rpm and accuracy
- Changed tank crew skill to be lower than the tank commander which means the vehicle needs a tank commander to operate effectivly
- Changed penetration drop curve to be more dynamic close range instead of strictly linear till max range
- Changed statistics of some japanese tanks
- Fixed bugs in new environments
- Fixed vanilla units and pricing showing up in certain settings
- Fixed Brummbär early production name
- Fixed bleeding to be for user controlled units only (AI controlled can't stop the bleeding)
- Fixed M38 helmet floating when shot off or dropped
- Increased time vehicles stay visible after beeing spotted to prevent units often dissapearing mid combat
- Rebalanced Japan with armor and price changes (Japan will get a historical variant later along with US pacific)
- Reduced zeroing values for direct weapons
- Reduced some accuracy values in abm defines
- Removed kill log
- Reworked japanese cannons in terms of penetration and shell types
- Updated fire FX for burning tanks and on turrets when tanks explode due to ammo detonation

Update: Nov 3, 2018 @ 9:55am

Update 1.25.6
- Added general winter 4v4 map
- Changed some vision values for tank optics (optic maginifaction now has different spotting ranges)
- Changed mod to work with new game version
- Fixed smoke shells not loadable in soviet indirect cannons
- Fixed firerate of german flak guns to realistic cyclic rate
- Fixed vehicles which had 2cm flak 30 instead of 2cm flak 38
- Fixed Pak 43s main gun from KwK43 to Pak43
- Increased range of BAR, FG42, scoped automatic weapons and johnson LMG
- Removed Sdkfz 231 from late years
- Replaced Brummbar in Waffen-SS SP units with early model brummbar

Update: Oct 27, 2018 @ 1:47pm

Update 1.25.5 - hotfix to make the mod work with new game version
- Added new skins to US airborne
- Added new skins to US 101st airborne
- Added new skins to US Rangers
- Added new skins to UK paratroopers
- Added new skins to UK SAS
- Added new skins to German fallschirmjäger
- Fixed some localization issues
- Fixed soviet smoke shells not working in artillery

Update: Oct 11, 2018 @ 4:29am

Update 1.25.4
- Added officers to some doctrines
- Added 76mm and 122mm smoke (WP) shells to soviets
- Added some new environments
- Changed .50 cal belts in US armored vehicles to be AP belts
- Changed recoil pattern of autocannons to be exponential instead of linear (better accuracy on first few shots)
- Changed bofors and crusader AA with bofors to be full auto mode by default
- Decreased delay on burst mode
- Fixed oerlikon burst mode
- Fixed humber burst mode
- Fixed british commandos with wrong ammo
- Fixed some maps
- Fixed delay on paradropped US airborne squad in doctrine
- Fixed 1944 setting, doctrine unit setting is now required for doctrines to work
- Increased uncover distance
- Increased price of US ranger squads in elite troops doctrine
- Increased max recoil on MGs
- Redesigned autocannon penetrations to be realistic

Update: Oct 5, 2018 @ 9:59am

Update 1.25.3
- Added new type of game mode: Doctrines
this mode will allow players to choose a doctrine from a nation which gives a spesific set of units so each player in the team has a spesific role to play. This mode is still in testing so only US and Wehrmacht doctrines exist as of now. To play this mode the "doctrines" year has to be selected and the doctrine nation in alliance. Pacing, delays and prices are vastly different in this mode compared to regular nations for a better early-mid-late game type playstyle. There is no yearsetting for this mode, but its set in 43-44-45 era.

- Added ability to dig foxholes with sandbag kit (takes longer to dig compared to shovel)
- Added veterancy effect to tank guns (veterancy affects accuracy, and thus tank crew will by default be more effective than regular infantry)
- Added Veteran tank crew to multiplayer (replaces the elite tank crew purchase)
- Added willys MB jeep with .50 cal M2HB
- Added some solid shot AP shells to sherman tanks (better penetration but less damage)
- Added a small radius to artillery impacts which will kill infantry and destroy support weapons even behind cover
- Added zeroing to artillery, firing several barrages at the same area will get increased accuracy (makes it easier to counter a single still target)
- Added 8.8cm FlaK 36 in no arty mode
- Added new engine sound to Tiger II and Jagdtiger
- Added new MG42 firing sound
- Added Cromwell Mk.IV (due to armor variation in the versions)
- Added Cromwell Mk.VIII CS (due to armor variation in the versions)
- Added cover bonus to infantry (now more survivable while in cover)
- Added burst and full auto mode to all vehicle MGs, all vehicles by default are in forced burst mode and it can be changed to full auto with a button in attack options (reason for this change is to make AI use MGs properly)
- Added AP shells to 155mm US guns for direct fire
- Added red tracer ammo for brits using 7.92mm machinegun ammo
- Added bleeding feature to infantry, can start bleeding by getting shot or by explosions. Can be stopped with bandages
- Added small splint blastwave to all explosions (non lethal, but can make infantry bleed)
- Added new belt types for .50cal M2 and DShK. (ball/tracer, AP/Tracer, API/APIT to .50cal)(API/T/HEI and API/APIT to DShK)
- Added smoke shells to many units
- Added explosive bullets B patrone and Pz to german and soviet veteran snipers
- Added new FX for incendiary bullets
- Added recoil to autocannons so burst fire is required
- Changed range bonuses to veteran and elite tanks
- Changed some weight statistics of MGs
- Changed armor plates on tanks to be 100% efficient vs HEAT projectiles
- Changed price of riflesquad with 2 BARs and US Marine squad
- Changed squadsetup of US heavy rifle squad to include bazooka
- Changed squadsetup of US Marine squad
- Changed soldier which carries the riflegrenade in british squads
- Changed Jumbo 76 random detail
- Changed accuracy while moving on vehicles, now there is a much bigger differance from stabilized sherman guns and other vehicles without it
- Changed and fixed some CP values
- Changed indirect ballistics of 8.8cm FlaK (now less accurate at shorter ranges)
- Changed pathfinding values so vehicles respect trees and houses
- Changed trees to be more solid and resistant to explosives
- Changed KV2 SP to be replaced by ISU-152 in 1943
- Fixed T19 105mm halftrack aiming at long range
- Fixed PIAT was available before 1943
- Fixed addon plates thickness for Panzer 3 series
- Fixed british SMG inf was still at level 3 after 1942
- Fixed british SMG inf missing in 1940-41
- Fixed Waffen-SS veteran tank menu icon always beeing lit
- Fixed Ha-To 300mm missing prepare timer
- Fixed IS-2 mod.1943 engine sound
- Fixed veteran tanks with same range for AP and HE having terrible accuracy due to farshooting fix
- Fixed british mortars reset heavy artillery timers
- Fixed wrong impact FX on metal for soviet 76mm APCR
- Fixed paradropping entity to detect if it bugs out and will unlock and allow the player to move it again (it will never delete your squad anymore)
- Fixed smoke grenades and smoke shells to block vision and AI fire
- Fixed SSD flametank crash in singleplayer and editor
- Increased elite infantry health
- Increased MG ranges to 130m for infantry MGs. 150m for tripod, HMGs and optic mounted tank MGs
- Increased autocannon (20-40mm) range by 10m
- Increased delay on paradropped infantry
- Increased resupply range of small infantry boxes found in trucks
- Increased time it takes to reach max accuracy when stopping after movement for vehicles
- Increased price of tank and support crew due to new veterancy changes
- Increased recoil of all MGs
- Reduced player count on many multiplayer maps due to crashing or not fit for that size in this mod
- Reduced speed of body parts when human bodies explode
- Reduced infantry health regeneration speed
- Reduced the amount of riflegrenades grenadiers carry
- Reduced VP gain slightly
- Reduced treverse speed of M16 and maxson AA
- Reduced uncover distance (spotting inf in cover)
- Reduced Ha-To 300mm accuracy
- Reduced MP cost of 15cm Nebelwerfer
- Reduced MP cost of BM-24-8
- Renamed ammuntion trucks to state if they have heavy ammunition or not
- Renamed Tiger II according to turret designs

Update: Jan 20, 2018 @ 6:11pm

Update 1.25.2
- Added HEAT penetration to indirect for certain guns (if you happend to get that lucky hit firing HEAT with US 105mm)
- Added new menu button with veteran versions of some tanks to Waffen-SS (Might do this to other nations in the future; reason for this feature for Waffen-SS and not Wehrmacht is to make SS more different in terms of armor)
- Changed PzKpfw Panther armor data to "heavy", makes it more resistant to HE and non-penetrations than Pz IV and other medium tanks
- Changed armor on certain tanks to match measured values (very small differance, some cases just 2mm)
- Changed classification on some tanks (prefix name like medium tank, heavy tank... etc..)
- Fixed PzKpfw Panther randomized camos
- Increased minimum penetration required for making marks on armor (prevent DShK and .50cal armor bug)
- Increased Jagdpanther SP cost from 18 to 19SP
- Reduced Pak40 SP from 12 to 10SP
- Reduced price of comet from 800 to 750mp
- Removed bullet targeting for airplanes so soldiers don't shoot them down (for SP and mission purposes)