WD_WarhawkConflictEnhanced

by Trapper Brown

Contributors

Trapper Brown

1.7.10

WD Warhawk Conflict Enhanced 1.7.10

- Slightly more enemies for groups of three or more: 3 groups dig in on the objective for three players (was 2) and 4 from five players (was 3), and the QRF brings 3 groups on foot from three players (was from six). One and two players are unchanged.
- Strongholds: the firebases and COPs (FireBase Vegas, Firebase Phoenix, Firebase Blessing, COP Michigan, COP Lowell, COP Keating, COP Monti, COP Korengal) and Seljuks Castle are always held by 4 groups dug in, however many players are on, and always have an armour post (a BRDM-2, later a BTR-70) from the start of the campaign. Server owners: strongholds in config.json (true; false makes them ordinary bases).
Game Version
1.8.0.13
Created
Tue, 03 Nov 2026 08:36:23 GMT
Last Modified
Tue, 03 Nov 2026 08:36:37 GMT

1.7.9

WD Warhawk Conflict Enhanced 1.7.9

- Fixed: every player was kicked (and some games then crashed) when the militia sent a sniper team. The sniper team prefab had no fixed ID, so the server and each player made up different ones and players could not load it.
- 10 new bases across the north and west, so the route is now 30 objectives (was 20): COP Michigan, OP Rock, Firebase Phoenix, OP Hatchet, COP Lowell, OP Fritsche, Firebase Blessing, COP Keating, COP Monti and Camp Wright. A running campaign keeps every base it holds; its front moves back to the first new base not yet taken.
- 3 new radio relays: Tower Relay on top of the transmitter tower near OP West Valley (climb it to reach the radio), Crash Site Relay by the downed drone, and Restrepo Mast.
- Helicopters at Bargam: both helipads now have landing lights and a helicopter request point between them (UH-1H variants, free while supplies are off). Main-base mortar rounds keep clear of the pads.
- Equal day and night: 12 in-game hours each (sunrise about 06:00, sunset about 18:00). Kunar's January calendar gave about 10 hours of day and 14 of night.
- Server owners can set how fast the in-game clock runs by day and by night (dayTimeSpeed, nightTimeSpeed in config.json; 4x and 12x as before, so nights still pass quicker), and switch equal days off (equalDayNight).
- Capture mortars land much closer and happen more often: 45% of captures (was 35%), 20-90 m from the objective (was 70-200), so some fall inside the capture zone. A round is never aimed within 15 m of a player (was 25): close enough to wound, never a direct hit. Servers still on the old 35% get 45% on the first start; a chance you set yourself is kept.
- QRFs spawn nearer the objective, 500-800 m out (was 850-1200 m) and at least 400 m from players, still out of sight, so they arrive while you are still fighting. Server owners: qrfSpawnDistance in config.json.
- Slightly more enemies for two players: their QRF brings a fire team and an AT team with the technical (was a fire team only). A lone player still gets one fire team.
- Armour posts: from about the 5th objective, an objective may have an armoured car parked 30-60 m from its centre with its crew on the guns, a BRDM-2 at first and a BTR-70 later on. It never drives off: find a way to knock it out. You do not have to destroy it to capture the base. Server owners: armorChance (0.4) and armorMinEscalation (1) in config.json.
- Technical crews stay with their vehicle: the gunner no longer jumps off the gun when a target is outside its arc, and a crew that gets out more than 250 m short of the objective is ordered back in (up to twice). Technicals also start nearer, 350-800 m out by road.
Game Version
1.8.0.13
Created
Tue, 03 Nov 2026 07:32:42 GMT
Last Modified
Tue, 03 Nov 2026 07:32:51 GMT

1.7.8

WD Warhawk Conflict Enhanced 1.7.8

- Much less fog: a light haze all session, whatever the weather (Kunar's foggy weather was too thick, too often). Rain, clouds and wind still change. Server owners: fogAmount in config.json (0 = no fog, -1 = the weather's own fog).

WD Warhawk Conflict Enhanced 1.7.7
- Militia stay well away from Bargam Airfield while you gear up: no spawns, patrol stops or ambushes within 800 m of the main base (300 m around other bases you hold), and no patrol walks a route that passes through any of them (the leg from OP Kunar East back to OP North crossed the airfield).

WD Warhawk Conflict Enhanced 1.7.6
- Patrols whose start point is unusable (by the river near OP Northeast) now try further along their route instead of retrying the same spot and giving up.

WD Warhawk Conflict Enhanced 1.7.5
- Saving works on servers that also run ACE Core: its 1.4.4 version replaces a game file the save system needs with one this game version cannot read, which switched all saving off (bases and the front were lost on every restart). WCE now uses its own copy of the game's save setup, so ACE's file is never loaded.
- When the server cannot save, the commander status line in the log (and #wce commander) now says why.

WD Warhawk Conflict Enhanced 1.7.4
- The QRF leaves when the last player does, instead of standing around an empty server for up to 20 minutes.
- Militia stuck on top of walls are now moved free: one standing on a wall edge at OP Northeast was reported for 11 minutes and never moved.

WD Warhawk Conflict Enhanced 1.7.3
- Fewer enemies for small teams, for smoother frame rates: one player now meets about half the militia a full squad does (6 groups at once instead of 9, one defending group, 2 patrols, a QRF of one fire team and a technical). The numbers still grow to the full 16 groups from six players.
- The red "Locked" crosses are drawn on the map only: mods that show map markers as waypoints, on a compass or a mini map no longer show them in the world.
- Mortar rounds no longer set off a second, silent explosion.
- Patrols no longer try again and again to start in the river between Bargam and OP Northeast.
- The Reserves squad (where kicked players go) is now Warhawk Reserve instead of a bare callsign like "EOS BALDER 5".

WD Warhawk Conflict Enhanced 1.7.2
- More militia, sooner, from the first base on: up to 8 groups plus 1 per player at once (was 5 plus 0.5), 16 at most.
- Enemy technicals: QRFs and counterattacks bring a PKM technical that drives in by road. Its crew often gets out partway and fights on foot, leaving the technical for you to take.
- QRFs set off when you get within 1 km of the objective, so they arrive during the fight, and grow with the player count: a fire team for 1-2 players, plus an AT team from 3, plus a rifle squad from 6, always with a technical. One every 5 minutes per base (was 10).
- Counterattacks set off 3 minutes after you take a base (was 15), while you are still there, with at least 2 groups plus a technical. Once everyone has moved on (nobody within 800 m of it) a counterattack on that base is called off, so you no longer have to run back from the next objective to defend it.
- The militia fights for the current objective instead of spreading out: 1-4 groups (1, plus 1 per 2 players) dig in on it before you arrive, its patrols (3 at the start, up to 6, but never more than one more than there are players) walk only the ground just before and after it, and ambushes (a fire team, plus a machine-gun team from the third escalation step; one every 5 minutes, was 10) are set within 1.5 km of it. Relay and supply-base guards only spawn beside the current objective. The militia's total grows with the player count (6 groups for one player, 8 for two, the full 16 from six), and room for a whole QRF is always kept free, so a small team is not swamped.
- Capturing a base takes longer: 90 s alone (was 60), never under 20 s however many of you there are (was 5).
- Sometimes (35% of captures) the militia drops about a dozen mortar rounds over 45 s, 70-200 m around the objective while you take it, never right on a player. Server owners: captureBarrageChance and captureBarrageRounds in config.json.
- Bargam Airfield is no longer safe: every 30 minutes about 16 mortar rounds land around it over a minute (40-250 m out, never within 60 m of a spawn point or an arsenal). Server owners can change or switch this off with mainBaseShellingMinutes, mainBaseShellRounds, mainBaseShellMin and mainBaseShellMax in config.json.
- Bargam Airfield: the arsenal is now inside the military garage, the HQ tent stands at the garage door, there are two helipads to the north, and everything lines up with the airfield.
- Servers keep any enemy numbers their admin changed; values still at the old defaults are raised automatically.
- A longer route that covers the whole map: first the east flank (OP Northeast, OP East, OP Kunar East), then 6 outposts in the north and west (OP North, OP Northwest, OP Far West, OP West Valley, OP West, OP Southwest), then the valley, which you now fight up from OP Restrepo to Kunar Abad. Abbas Ghar is now an objective on the way to Chichal; Kandlay stays an optional supply base. 20 objectives in all (was 10).
- 6 new Soviet radio masts (relays) next to bases, and every relay, old and new, now has a militia patrol guarding it while it sits beside the current objective. Rougle Hill's relay moved 36 m to the marked spot, and Hancho Hill's mast no longer stands in a cannon. Every mast now stands with its radio box at its foot (it was 5 m away).
- Bargam Airfield's radio reaches 1500 m (was 1000), so OP North and OP Northeast are in range.
- Militia reinforcements no longer pick spawn spots past the edge of the map (they never arrived at objectives near the north edge), and patrols never walk through a Warhawk base.
- Running servers: the route order changed, so reset the campaign once after updating (#wce reset confirm), or the front starts at OP Northeast with the old captures still yours.
- #wce where takes a note (#wce where tent here, facing the road): it goes into the server log with the position, since chat is never logged.
- Fixed squads losing their name when someone joins: Warhawk Actual no longer turns into a callsign like "PROMETHEUS EIR 1" when its first player joins, its leader leaves or it empties. A name a squad leader types in still stays until the leadership changes.

WD Warhawk Conflict Enhanced 1.7.1
- Fixed the Warhawk Division emblem and flag showing as coloured noise in Game Master, on the join screen and in the menus.
- The cloth flag on flagpoles and command tents shows the whole Warhawk flag instead of a zoomed-in part of it.
- The scenario picture in the server browser shows the whole crest.
- Bargam Airfield's arsenal boxes stand in a wide U facing the spawn tent instead of a straight line.

WD Warhawk Conflict Enhanced 1.7.0
- Warhawk Division has its own flag on base flagpoles and command tents, on the join screen and in the menus, and its own faction emblem.
- Bargam Airfield has a row of arsenal boxes next to the spawn tent from the start: US weapons, clothing, vests and packs, and gear; Soviet, FIA and civilian weapons and equipment. Each box holds one faction and one kind of gear, so none is slow to open.
- Save any kit at any arsenal: loadouts are no longer limited to your own faction's items.
- A light vehicle depot at Bargam Airfield (free while supplies are off).
- No more logistics trucks spawning at Bargam when a campaign starts; the two armed Humvees still do. Trucks already in a save stay until destroyed or the campaign is reset.
- Command tents moved and turned to line up with the buildings at Kunar Abad, Tor Kelay, FireBase Vegas, AliAbad, OP Restrepo, Khunbar, Chichal, Kandlay and Gulahy Shal.
- Radio relays now have a tall Soviet relay mast beside the radio, so they are easier to find.
- Named Warhawk squads to pick from: Warhawk Actual, Warhawk 1-1, Warhawk 1-2, Reaper (recon), Spartan (anti-tank), Sapper (engineers), Doc (medics), Dustoff (helicopters) and Mule (transport), plus Reserves. Players can no longer create unnamed extra groups.

WD Warhawk Conflict Enhanced 1.6.1
- Supplies are off by default: arsenals, vehicle requests and support stations are free. Server owners can switch them back on with suppliesEnabled in config.json.
- Militia reinforcements no longer appear at locked bases: they come in from 850-1200 m out, and patrols keep to the country between bases.
- Fewer stuck militia: spawns and waypoints only on open, dry ground (not on rock tops, roofs or by the water), base garrisons spawn on open ground near the base, and a soldier stuck inside an object or on a rock top is moved out within seconds.
- Arma Vision is allowed for players.
- New admin command #wce where: your position and facing, for placing bases. #wce help is now one command per line.
- Radio relays show their area circle in Workbench and Game Master.

WD Warhawk Conflict Enhanced 1.6.0
- More enemies: the militia's budget is 6 groups for a single player (was 3), with one more patrol at every escalation step. Servers keep any numbers their admin changed; untouched old defaults are raised automatically.
- Fixed militia spawning inside rocks: base garrisons wait until the ground under them has loaded, and any militia soldier stuck in a rock or off walkable ground is moved out (or removed) after 30 seconds.
- Command tents re-placed at 11 bases. 1.5.0 put Kunar Abad's in a pit under a lake; every base was re-checked for cliffs, overhangs, water and roads.
- The join screen shows the Kunar Militia instead of FIA.

WD Warhawk Conflict Enhanced 1.5.0
- The Kunar Militia now uses the USSR faction and wears the Soviet Ai Kits outfit (new dependency). A 1.0.0 save carries over: bases held by FIA go to the militia.
- Garrisons only spawn at bases you can capture. Locked bases stay empty until they unlock, which saves server performance.
- Seize tasks only for bases you can capture. If the militia pushes the front back, the task moves back with it.
- Fixed radio coverage stopping at Bargam Airfield's range, which left FireBase Vegas and every base after it uncapturable.
Game Version
1.8.0.13
Created
Tue, 03 Nov 2026 04:04:02 GMT
Last Modified
Tue, 03 Nov 2026 04:04:19 GMT

1.7.7

WD Warhawk Conflict Enhanced 1.7.7

- Militia stay well away from Bargam Airfield while you gear up: no spawns, patrol stops or ambushes within 800 m of the main base (300 m around other bases you hold), and no patrol walks a route that passes through any of them (the leg from OP Kunar East back to OP North crossed the airfield).

WD Warhawk Conflict Enhanced 1.7.6
- Patrols whose start point is unusable (by the river near OP Northeast) now try further along their route instead of retrying the same spot and giving up.

WD Warhawk Conflict Enhanced 1.7.5
- Saving works on servers that also run ACE Core: its 1.4.4 version replaces a game file the save system needs with one this game version cannot read, which switched all saving off (bases and the front were lost on every restart). WCE now uses its own copy of the game's save setup, so ACE's file is never loaded.
- When the server cannot save, the commander status line in the log (and #wce commander) now says why.

WD Warhawk Conflict Enhanced 1.7.4
- The QRF leaves when the last player does, instead of standing around an empty server for up to 20 minutes.
- Militia stuck on top of walls are now moved free: one standing on a wall edge at OP Northeast was reported for 11 minutes and never moved.

WD Warhawk Conflict Enhanced 1.7.3
- Fewer enemies for small teams, for smoother frame rates: one player now meets about half the militia a full squad does (6 groups at once instead of 9, one defending group, 2 patrols, a QRF of one fire team and a technical). The numbers still grow to the full 16 groups from six players.
- The red "Locked" crosses are drawn on the map only: mods that show map markers as waypoints, on a compass or a mini map no longer show them in the world.
- Mortar rounds no longer set off a second, silent explosion.
- Patrols no longer try again and again to start in the river between Bargam and OP Northeast.
- The Reserves squad (where kicked players go) is now Warhawk Reserve instead of a bare callsign like "EOS BALDER 5".

WD Warhawk Conflict Enhanced 1.7.2
- More militia, sooner, from the first base on: up to 8 groups plus 1 per player at once (was 5 plus 0.5), 16 at most.
- Enemy technicals: QRFs and counterattacks bring a PKM technical that drives in by road. Its crew often gets out partway and fights on foot, leaving the technical for you to take.
- QRFs set off when you get within 1 km of the objective, so they arrive during the fight, and grow with the player count: a fire team for 1-2 players, plus an AT team from 3, plus a rifle squad from 6, always with a technical. One every 5 minutes per base (was 10).
- Counterattacks set off 3 minutes after you take a base (was 15), while you are still there, with at least 2 groups plus a technical. Once everyone has moved on (nobody within 800 m of it) a counterattack on that base is called off, so you no longer have to run back from the next objective to defend it.
- The militia fights for the current objective instead of spreading out: 1-4 groups (1, plus 1 per 2 players) dig in on it before you arrive, its patrols (3 at the start, up to 6, but never more than one more than there are players) walk only the ground just before and after it, and ambushes (a fire team, plus a machine-gun team from the third escalation step; one every 5 minutes, was 10) are set within 1.5 km of it. Relay and supply-base guards only spawn beside the current objective. The militia's total grows with the player count (6 groups for one player, 8 for two, the full 16 from six), and room for a whole QRF is always kept free, so a small team is not swamped.
- Capturing a base takes longer: 90 s alone (was 60), never under 20 s however many of you there are (was 5).
- Sometimes (35% of captures) the militia drops about a dozen mortar rounds over 45 s, 70-200 m around the objective while you take it, never right on a player. Server owners: captureBarrageChance and captureBarrageRounds in config.json.
- Bargam Airfield is no longer safe: every 30 minutes about 16 mortar rounds land around it over a minute (40-250 m out, never within 60 m of a spawn point or an arsenal). Server owners can change or switch this off with mainBaseShellingMinutes, mainBaseShellRounds, mainBaseShellMin and mainBaseShellMax in config.json.
- Bargam Airfield: the arsenal is now inside the military garage, the HQ tent stands at the garage door, there are two helipads to the north, and everything lines up with the airfield.
- Servers keep any enemy numbers their admin changed; values still at the old defaults are raised automatically.
- A longer route that covers the whole map: first the east flank (OP Northeast, OP East, OP Kunar East), then 6 outposts in the north and west (OP North, OP Northwest, OP Far West, OP West Valley, OP West, OP Southwest), then the valley, which you now fight up from OP Restrepo to Kunar Abad. Abbas Ghar is now an objective on the way to Chichal; Kandlay stays an optional supply base. 20 objectives in all (was 10).
- 6 new Soviet radio masts (relays) next to bases, and every relay, old and new, now has a militia patrol guarding it while it sits beside the current objective. Rougle Hill's relay moved 36 m to the marked spot, and Hancho Hill's mast no longer stands in a cannon. Every mast now stands with its radio box at its foot (it was 5 m away).
- Bargam Airfield's radio reaches 1500 m (was 1000), so OP North and OP Northeast are in range.
- Militia reinforcements no longer pick spawn spots past the edge of the map (they never arrived at objectives near the north edge), and patrols never walk through a Warhawk base.
- Running servers: the route order changed, so reset the campaign once after updating (#wce reset confirm), or the front starts at OP Northeast with the old captures still yours.
- #wce where takes a note (#wce where tent here, facing the road): it goes into the server log with the position, since chat is never logged.
- Fixed squads losing their name when someone joins: Warhawk Actual no longer turns into a callsign like "PROMETHEUS EIR 1" when its first player joins, its leader leaves or it empties. A name a squad leader types in still stays until the leadership changes.

WD Warhawk Conflict Enhanced 1.7.1
- Fixed the Warhawk Division emblem and flag showing as coloured noise in Game Master, on the join screen and in the menus.
- The cloth flag on flagpoles and command tents shows the whole Warhawk flag instead of a zoomed-in part of it.
- The scenario picture in the server browser shows the whole crest.
- Bargam Airfield's arsenal boxes stand in a wide U facing the spawn tent instead of a straight line.

WD Warhawk Conflict Enhanced 1.7.0
- Warhawk Division has its own flag on base flagpoles and command tents, on the join screen and in the menus, and its own faction emblem.
- Bargam Airfield has a row of arsenal boxes next to the spawn tent from the start: US weapons, clothing, vests and packs, and gear; Soviet, FIA and civilian weapons and equipment. Each box holds one faction and one kind of gear, so none is slow to open.
- Save any kit at any arsenal: loadouts are no longer limited to your own faction's items.
- A light vehicle depot at Bargam Airfield (free while supplies are off).
- No more logistics trucks spawning at Bargam when a campaign starts; the two armed Humvees still do. Trucks already in a save stay until destroyed or the campaign is reset.
- Command tents moved and turned to line up with the buildings at Kunar Abad, Tor Kelay, FireBase Vegas, AliAbad, OP Restrepo, Khunbar, Chichal, Kandlay and Gulahy Shal.
- Radio relays now have a tall Soviet relay mast beside the radio, so they are easier to find.
- Named Warhawk squads to pick from: Warhawk Actual, Warhawk 1-1, Warhawk 1-2, Reaper (recon), Spartan (anti-tank), Sapper (engineers), Doc (medics), Dustoff (helicopters) and Mule (transport), plus Reserves. Players can no longer create unnamed extra groups.

WD Warhawk Conflict Enhanced 1.6.1
- Supplies are off by default: arsenals, vehicle requests and support stations are free. Server owners can switch them back on with suppliesEnabled in config.json.
- Militia reinforcements no longer appear at locked bases: they come in from 850-1200 m out, and patrols keep to the country between bases.
- Fewer stuck militia: spawns and waypoints only on open, dry ground (not on rock tops, roofs or by the water), base garrisons spawn on open ground near the base, and a soldier stuck inside an object or on a rock top is moved out within seconds.
- Arma Vision is allowed for players.
- New admin command #wce where: your position and facing, for placing bases. #wce help is now one command per line.
- Radio relays show their area circle in Workbench and Game Master.

WD Warhawk Conflict Enhanced 1.6.0
- More enemies: the militia's budget is 6 groups for a single player (was 3), with one more patrol at every escalation step. Servers keep any numbers their admin changed; untouched old defaults are raised automatically.
- Fixed militia spawning inside rocks: base garrisons wait until the ground under them has loaded, and any militia soldier stuck in a rock or off walkable ground is moved out (or removed) after 30 seconds.
- Command tents re-placed at 11 bases. 1.5.0 put Kunar Abad's in a pit under a lake; every base was re-checked for cliffs, overhangs, water and roads.
- The join screen shows the Kunar Militia instead of FIA.

WD Warhawk Conflict Enhanced 1.5.0
- The Kunar Militia now uses the USSR faction and wears the Soviet Ai Kits outfit (new dependency). A 1.0.0 save carries over: bases held by FIA go to the militia.
- Garrisons only spawn at bases you can capture. Locked bases stay empty until they unlock, which saves server performance.
- Seize tasks only for bases you can capture. If the militia pushes the front back, the task moves back with it.
- Fixed radio coverage stopping at Bargam Airfield's range, which left FireBase Vegas and every base after it uncapturable.
Game Version
1.8.0.13
Created
Tue, 03 Nov 2026 01:58:03 GMT
Last Modified
Tue, 03 Nov 2026 01:58:20 GMT

1.7.6

WD Warhawk Conflict Enhanced 1.7.6

- Patrols whose start point is unusable (by the river near OP Northeast) now try further along their route instead of retrying the same spot and giving up.

WD Warhawk Conflict Enhanced 1.7.5
- Saving works on servers that also run ACE Core: its 1.4.4 version replaces a game file the save system needs with one this game version cannot read, which switched all saving off (bases and the front were lost on every restart). WCE now uses its own copy of the game's save setup, so ACE's file is never loaded.
- When the server cannot save, the commander status line in the log (and #wce commander) now says why.

WD Warhawk Conflict Enhanced 1.7.4
- The QRF leaves when the last player does, instead of standing around an empty server for up to 20 minutes.
- Militia stuck on top of walls are now moved free: one standing on a wall edge at OP Northeast was reported for 11 minutes and never moved.

WD Warhawk Conflict Enhanced 1.7.3
- Fewer enemies for small teams, for smoother frame rates: one player now meets about half the militia a full squad does (6 groups at once instead of 9, one defending group, 2 patrols, a QRF of one fire team and a technical). The numbers still grow to the full 16 groups from six players.
- The red "Locked" crosses are drawn on the map only: mods that show map markers as waypoints, on a compass or a mini map no longer show them in the world.
- Mortar rounds no longer set off a second, silent explosion.
- Patrols no longer try again and again to start in the river between Bargam and OP Northeast.
- The Reserves squad (where kicked players go) is now Warhawk Reserve instead of a bare callsign like "EOS BALDER 5".

WD Warhawk Conflict Enhanced 1.7.2
- More militia, sooner, from the first base on: up to 8 groups plus 1 per player at once (was 5 plus 0.5), 16 at most.
- Enemy technicals: QRFs and counterattacks bring a PKM technical that drives in by road. Its crew often gets out partway and fights on foot, leaving the technical for you to take.
- QRFs set off when you get within 1 km of the objective, so they arrive during the fight, and grow with the player count: a fire team for 1-2 players, plus an AT team from 3, plus a rifle squad from 6, always with a technical. One every 5 minutes per base (was 10).
- Counterattacks set off 3 minutes after you take a base (was 15), while you are still there, with at least 2 groups plus a technical. Once everyone has moved on (nobody within 800 m of it) a counterattack on that base is called off, so you no longer have to run back from the next objective to defend it.
- The militia fights for the current objective instead of spreading out: 1-4 groups (1, plus 1 per 2 players) dig in on it before you arrive, its patrols (3 at the start, up to 6, but never more than one more than there are players) walk only the ground just before and after it, and ambushes (a fire team, plus a machine-gun team from the third escalation step; one every 5 minutes, was 10) are set within 1.5 km of it. Relay and supply-base guards only spawn beside the current objective. The militia's total grows with the player count (6 groups for one player, 8 for two, the full 16 from six), and room for a whole QRF is always kept free, so a small team is not swamped.
- Capturing a base takes longer: 90 s alone (was 60), never under 20 s however many of you there are (was 5).
- Sometimes (35% of captures) the militia drops about a dozen mortar rounds over 45 s, 70-200 m around the objective while you take it, never right on a player. Server owners: captureBarrageChance and captureBarrageRounds in config.json.
- Bargam Airfield is no longer safe: every 30 minutes about 16 mortar rounds land around it over a minute (40-250 m out, never within 60 m of a spawn point or an arsenal). Server owners can change or switch this off with mainBaseShellingMinutes, mainBaseShellRounds, mainBaseShellMin and mainBaseShellMax in config.json.
- Bargam Airfield: the arsenal is now inside the military garage, the HQ tent stands at the garage door, there are two helipads to the north, and everything lines up with the airfield.
- Servers keep any enemy numbers their admin changed; values still at the old defaults are raised automatically.
- A longer route that covers the whole map: first the east flank (OP Northeast, OP East, OP Kunar East), then 6 outposts in the north and west (OP North, OP Northwest, OP Far West, OP West Valley, OP West, OP Southwest), then the valley, which you now fight up from OP Restrepo to Kunar Abad. Abbas Ghar is now an objective on the way to Chichal; Kandlay stays an optional supply base. 20 objectives in all (was 10).
- 6 new Soviet radio masts (relays) next to bases, and every relay, old and new, now has a militia patrol guarding it while it sits beside the current objective. Rougle Hill's relay moved 36 m to the marked spot, and Hancho Hill's mast no longer stands in a cannon. Every mast now stands with its radio box at its foot (it was 5 m away).
- Bargam Airfield's radio reaches 1500 m (was 1000), so OP North and OP Northeast are in range.
- Militia reinforcements no longer pick spawn spots past the edge of the map (they never arrived at objectives near the north edge), and patrols never walk through a Warhawk base.
- Running servers: the route order changed, so reset the campaign once after updating (#wce reset confirm), or the front starts at OP Northeast with the old captures still yours.
- #wce where takes a note (#wce where tent here, facing the road): it goes into the server log with the position, since chat is never logged.
- Fixed squads losing their name when someone joins: Warhawk Actual no longer turns into a callsign like "PROMETHEUS EIR 1" when its first player joins, its leader leaves or it empties. A name a squad leader types in still stays until the leadership changes.

WD Warhawk Conflict Enhanced 1.7.1
- Fixed the Warhawk Division emblem and flag showing as coloured noise in Game Master, on the join screen and in the menus.
- The cloth flag on flagpoles and command tents shows the whole Warhawk flag instead of a zoomed-in part of it.
- The scenario picture in the server browser shows the whole crest.
- Bargam Airfield's arsenal boxes stand in a wide U facing the spawn tent instead of a straight line.

WD Warhawk Conflict Enhanced 1.7.0
- Warhawk Division has its own flag on base flagpoles and command tents, on the join screen and in the menus, and its own faction emblem.
- Bargam Airfield has a row of arsenal boxes next to the spawn tent from the start: US weapons, clothing, vests and packs, and gear; Soviet, FIA and civilian weapons and equipment. Each box holds one faction and one kind of gear, so none is slow to open.
- Save any kit at any arsenal: loadouts are no longer limited to your own faction's items.
- A light vehicle depot at Bargam Airfield (free while supplies are off).
- No more logistics trucks spawning at Bargam when a campaign starts; the two armed Humvees still do. Trucks already in a save stay until destroyed or the campaign is reset.
- Command tents moved and turned to line up with the buildings at Kunar Abad, Tor Kelay, FireBase Vegas, AliAbad, OP Restrepo, Khunbar, Chichal, Kandlay and Gulahy Shal.
- Radio relays now have a tall Soviet relay mast beside the radio, so they are easier to find.
- Named Warhawk squads to pick from: Warhawk Actual, Warhawk 1-1, Warhawk 1-2, Reaper (recon), Spartan (anti-tank), Sapper (engineers), Doc (medics), Dustoff (helicopters) and Mule (transport), plus Reserves. Players can no longer create unnamed extra groups.

WD Warhawk Conflict Enhanced 1.6.1
- Supplies are off by default: arsenals, vehicle requests and support stations are free. Server owners can switch them back on with suppliesEnabled in config.json.
- Militia reinforcements no longer appear at locked bases: they come in from 850-1200 m out, and patrols keep to the country between bases.
- Fewer stuck militia: spawns and waypoints only on open, dry ground (not on rock tops, roofs or by the water), base garrisons spawn on open ground near the base, and a soldier stuck inside an object or on a rock top is moved out within seconds.
- Arma Vision is allowed for players.
- New admin command #wce where: your position and facing, for placing bases. #wce help is now one command per line.
- Radio relays show their area circle in Workbench and Game Master.

WD Warhawk Conflict Enhanced 1.6.0
- More enemies: the militia's budget is 6 groups for a single player (was 3), with one more patrol at every escalation step. Servers keep any numbers their admin changed; untouched old defaults are raised automatically.
- Fixed militia spawning inside rocks: base garrisons wait until the ground under them has loaded, and any militia soldier stuck in a rock or off walkable ground is moved out (or removed) after 30 seconds.
- Command tents re-placed at 11 bases. 1.5.0 put Kunar Abad's in a pit under a lake; every base was re-checked for cliffs, overhangs, water and roads.
- The join screen shows the Kunar Militia instead of FIA.

WD Warhawk Conflict Enhanced 1.5.0
- The Kunar Militia now uses the USSR faction and wears the Soviet Ai Kits outfit (new dependency). A 1.0.0 save carries over: bases held by FIA go to the militia.
- Garrisons only spawn at bases you can capture. Locked bases stay empty until they unlock, which saves server performance.
- Seize tasks only for bases you can capture. If the militia pushes the front back, the task moves back with it.
- Fixed radio coverage stopping at Bargam Airfield's range, which left FireBase Vegas and every base after it uncapturable.
Game Version
1.8.0.13
Created
Mon, 02 Nov 2026 12:03:35 GMT
Last Modified
Mon, 02 Nov 2026 12:03:56 GMT

1.7.5

WD Warhawk Conflict Enhanced 1.7.5

- Saving works on servers that also run ACE Core: its 1.4.4 version replaces a game file the save system needs with one this game version cannot read, which switched all saving off (bases and the front were lost on every restart). WCE now uses its own copy of the game's save setup, so ACE's file is never loaded.
- When the server cannot save, the commander status line in the log (and #wce commander) now says why.

WD Warhawk Conflict Enhanced 1.7.4
- The QRF leaves when the last player does, instead of standing around an empty server for up to 20 minutes.
- Militia stuck on top of walls are now moved free: one standing on a wall edge at OP Northeast was reported for 11 minutes and never moved.

WD Warhawk Conflict Enhanced 1.7.3
- Fewer enemies for small teams, for smoother frame rates: one player now meets about half the militia a full squad does (6 groups at once instead of 9, one defending group, 2 patrols, a QRF of one fire team and a technical). The numbers still grow to the full 16 groups from six players.
- The red "Locked" crosses are drawn on the map only: mods that show map markers as waypoints, on a compass or a mini map no longer show them in the world.
- Mortar rounds no longer set off a second, silent explosion.
- Patrols no longer try again and again to start in the river between Bargam and OP Northeast.
- The Reserves squad (where kicked players go) is now Warhawk Reserve instead of a bare callsign like "EOS BALDER 5".

WD Warhawk Conflict Enhanced 1.7.2
- More militia, sooner, from the first base on: up to 8 groups plus 1 per player at once (was 5 plus 0.5), 16 at most.
- Enemy technicals: QRFs and counterattacks bring a PKM technical that drives in by road. Its crew often gets out partway and fights on foot, leaving the technical for you to take.
- QRFs set off when you get within 1 km of the objective, so they arrive during the fight, and grow with the player count: a fire team for 1-2 players, plus an AT team from 3, plus a rifle squad from 6, always with a technical. One every 5 minutes per base (was 10).
- Counterattacks set off 3 minutes after you take a base (was 15), while you are still there, with at least 2 groups plus a technical. Once everyone has moved on (nobody within 800 m of it) a counterattack on that base is called off, so you no longer have to run back from the next objective to defend it.
- The militia fights for the current objective instead of spreading out: 1-4 groups (1, plus 1 per 2 players) dig in on it before you arrive, its patrols (3 at the start, up to 6, but never more than one more than there are players) walk only the ground just before and after it, and ambushes (a fire team, plus a machine-gun team from the third escalation step; one every 5 minutes, was 10) are set within 1.5 km of it. Relay and supply-base guards only spawn beside the current objective. The militia's total grows with the player count (6 groups for one player, 8 for two, the full 16 from six), and room for a whole QRF is always kept free, so a small team is not swamped.
- Capturing a base takes longer: 90 s alone (was 60), never under 20 s however many of you there are (was 5).
- Sometimes (35% of captures) the militia drops about a dozen mortar rounds over 45 s, 70-200 m around the objective while you take it, never right on a player. Server owners: captureBarrageChance and captureBarrageRounds in config.json.
- Bargam Airfield is no longer safe: every 30 minutes about 16 mortar rounds land around it over a minute (40-250 m out, never within 60 m of a spawn point or an arsenal). Server owners can change or switch this off with mainBaseShellingMinutes, mainBaseShellRounds, mainBaseShellMin and mainBaseShellMax in config.json.
- Bargam Airfield: the arsenal is now inside the military garage, the HQ tent stands at the garage door, there are two helipads to the north, and everything lines up with the airfield.
- Servers keep any enemy numbers their admin changed; values still at the old defaults are raised automatically.
- A longer route that covers the whole map: first the east flank (OP Northeast, OP East, OP Kunar East), then 6 outposts in the north and west (OP North, OP Northwest, OP Far West, OP West Valley, OP West, OP Southwest), then the valley, which you now fight up from OP Restrepo to Kunar Abad. Abbas Ghar is now an objective on the way to Chichal; Kandlay stays an optional supply base. 20 objectives in all (was 10).
- 6 new Soviet radio masts (relays) next to bases, and every relay, old and new, now has a militia patrol guarding it while it sits beside the current objective. Rougle Hill's relay moved 36 m to the marked spot, and Hancho Hill's mast no longer stands in a cannon. Every mast now stands with its radio box at its foot (it was 5 m away).
- Bargam Airfield's radio reaches 1500 m (was 1000), so OP North and OP Northeast are in range.
- Militia reinforcements no longer pick spawn spots past the edge of the map (they never arrived at objectives near the north edge), and patrols never walk through a Warhawk base.
- Running servers: the route order changed, so reset the campaign once after updating (#wce reset confirm), or the front starts at OP Northeast with the old captures still yours.
- #wce where takes a note (#wce where tent here, facing the road): it goes into the server log with the position, since chat is never logged.
- Fixed squads losing their name when someone joins: Warhawk Actual no longer turns into a callsign like "PROMETHEUS EIR 1" when its first player joins, its leader leaves or it empties. A name a squad leader types in still stays until the leadership changes.

WD Warhawk Conflict Enhanced 1.7.1
- Fixed the Warhawk Division emblem and flag showing as coloured noise in Game Master, on the join screen and in the menus.
- The cloth flag on flagpoles and command tents shows the whole Warhawk flag instead of a zoomed-in part of it.
- The scenario picture in the server browser shows the whole crest.
- Bargam Airfield's arsenal boxes stand in a wide U facing the spawn tent instead of a straight line.

WD Warhawk Conflict Enhanced 1.7.0
- Warhawk Division has its own flag on base flagpoles and command tents, on the join screen and in the menus, and its own faction emblem.
- Bargam Airfield has a row of arsenal boxes next to the spawn tent from the start: US weapons, clothing, vests and packs, and gear; Soviet, FIA and civilian weapons and equipment. Each box holds one faction and one kind of gear, so none is slow to open.
- Save any kit at any arsenal: loadouts are no longer limited to your own faction's items.
- A light vehicle depot at Bargam Airfield (free while supplies are off).
- No more logistics trucks spawning at Bargam when a campaign starts; the two armed Humvees still do. Trucks already in a save stay until destroyed or the campaign is reset.
- Command tents moved and turned to line up with the buildings at Kunar Abad, Tor Kelay, FireBase Vegas, AliAbad, OP Restrepo, Khunbar, Chichal, Kandlay and Gulahy Shal.
- Radio relays now have a tall Soviet relay mast beside the radio, so they are easier to find.
- Named Warhawk squads to pick from: Warhawk Actual, Warhawk 1-1, Warhawk 1-2, Reaper (recon), Spartan (anti-tank), Sapper (engineers), Doc (medics), Dustoff (helicopters) and Mule (transport), plus Reserves. Players can no longer create unnamed extra groups.

WD Warhawk Conflict Enhanced 1.6.1
- Supplies are off by default: arsenals, vehicle requests and support stations are free. Server owners can switch them back on with suppliesEnabled in config.json.
- Militia reinforcements no longer appear at locked bases: they come in from 850-1200 m out, and patrols keep to the country between bases.
- Fewer stuck militia: spawns and waypoints only on open, dry ground (not on rock tops, roofs or by the water), base garrisons spawn on open ground near the base, and a soldier stuck inside an object or on a rock top is moved out within seconds.
- Arma Vision is allowed for players.
- New admin command #wce where: your position and facing, for placing bases. #wce help is now one command per line.
- Radio relays show their area circle in Workbench and Game Master.

WD Warhawk Conflict Enhanced 1.6.0
- More enemies: the militia's budget is 6 groups for a single player (was 3), with one more patrol at every escalation step. Servers keep any numbers their admin changed; untouched old defaults are raised automatically.
- Fixed militia spawning inside rocks: base garrisons wait until the ground under them has loaded, and any militia soldier stuck in a rock or off walkable ground is moved out (or removed) after 30 seconds.
- Command tents re-placed at 11 bases. 1.5.0 put Kunar Abad's in a pit under a lake; every base was re-checked for cliffs, overhangs, water and roads.
- The join screen shows the Kunar Militia instead of FIA.

WD Warhawk Conflict Enhanced 1.5.0
- The Kunar Militia now uses the USSR faction and wears the Soviet Ai Kits outfit (new dependency). A 1.0.0 save carries over: bases held by FIA go to the militia.
- Garrisons only spawn at bases you can capture. Locked bases stay empty until they unlock, which saves server performance.
- Seize tasks only for bases you can capture. If the militia pushes the front back, the task moves back with it.
- Fixed radio coverage stopping at Bargam Airfield's range, which left FireBase Vegas and every base after it uncapturable.
Game Version
1.8.0.13
Created
Mon, 02 Nov 2026 11:34:12 GMT
Last Modified
Mon, 02 Nov 2026 11:34:19 GMT

1.7.4

WD Warhawk Conflict Enhanced 1.7.4

- The QRF leaves when the last player does, instead of standing around an empty server for up to 20 minutes.
- Militia stuck on top of walls are now moved free: one standing on a wall edge at OP Northeast was reported for 11 minutes and never moved.

WD Warhawk Conflict Enhanced 1.7.3
- Fewer enemies for small teams, for smoother frame rates: one player now meets about half the militia a full squad does (6 groups at once instead of 9, one defending group, 2 patrols, a QRF of one fire team and a technical). The numbers still grow to the full 16 groups from six players.
- The red "Locked" crosses are drawn on the map only: mods that show map markers as waypoints, on a compass or a mini map no longer show them in the world.
- Mortar rounds no longer set off a second, silent explosion.
- Patrols no longer try again and again to start in the river between Bargam and OP Northeast.
- The Reserves squad (where kicked players go) is now Warhawk Reserve instead of a bare callsign like "EOS BALDER 5".

WD Warhawk Conflict Enhanced 1.7.2
- More militia, sooner, from the first base on: up to 8 groups plus 1 per player at once (was 5 plus 0.5), 16 at most.
- Enemy technicals: QRFs and counterattacks bring a PKM technical that drives in by road. Its crew often gets out partway and fights on foot, leaving the technical for you to take.
- QRFs set off when you get within 1 km of the objective, so they arrive during the fight, and grow with the player count: a fire team for 1-2 players, plus an AT team from 3, plus a rifle squad from 6, always with a technical. One every 5 minutes per base (was 10).
- Counterattacks set off 3 minutes after you take a base (was 15), while you are still there, with at least 2 groups plus a technical. Once everyone has moved on (nobody within 800 m of it) a counterattack on that base is called off, so you no longer have to run back from the next objective to defend it.
- The militia fights for the current objective instead of spreading out: 1-4 groups (1, plus 1 per 2 players) dig in on it before you arrive, its patrols (3 at the start, up to 6, but never more than one more than there are players) walk only the ground just before and after it, and ambushes (a fire team, plus a machine-gun team from the third escalation step; one every 5 minutes, was 10) are set within 1.5 km of it. Relay and supply-base guards only spawn beside the current objective. The militia's total grows with the player count (6 groups for one player, 8 for two, the full 16 from six), and room for a whole QRF is always kept free, so a small team is not swamped.
- Capturing a base takes longer: 90 s alone (was 60), never under 20 s however many of you there are (was 5).
- Sometimes (35% of captures) the militia drops about a dozen mortar rounds over 45 s, 70-200 m around the objective while you take it, never right on a player. Server owners: captureBarrageChance and captureBarrageRounds in config.json.
- Bargam Airfield is no longer safe: every 30 minutes about 16 mortar rounds land around it over a minute (40-250 m out, never within 60 m of a spawn point or an arsenal). Server owners can change or switch this off with mainBaseShellingMinutes, mainBaseShellRounds, mainBaseShellMin and mainBaseShellMax in config.json.
- Bargam Airfield: the arsenal is now inside the military garage, the HQ tent stands at the garage door, there are two helipads to the north, and everything lines up with the airfield.
- Servers keep any enemy numbers their admin changed; values still at the old defaults are raised automatically.
- A longer route that covers the whole map: first the east flank (OP Northeast, OP East, OP Kunar East), then 6 outposts in the north and west (OP North, OP Northwest, OP Far West, OP West Valley, OP West, OP Southwest), then the valley, which you now fight up from OP Restrepo to Kunar Abad. Abbas Ghar is now an objective on the way to Chichal; Kandlay stays an optional supply base. 20 objectives in all (was 10).
- 6 new Soviet radio masts (relays) next to bases, and every relay, old and new, now has a militia patrol guarding it while it sits beside the current objective. Rougle Hill's relay moved 36 m to the marked spot, and Hancho Hill's mast no longer stands in a cannon. Every mast now stands with its radio box at its foot (it was 5 m away).
- Bargam Airfield's radio reaches 1500 m (was 1000), so OP North and OP Northeast are in range.
- Militia reinforcements no longer pick spawn spots past the edge of the map (they never arrived at objectives near the north edge), and patrols never walk through a Warhawk base.
- Running servers: the route order changed, so reset the campaign once after updating (#wce reset confirm), or the front starts at OP Northeast with the old captures still yours.
- #wce where takes a note (#wce where tent here, facing the road): it goes into the server log with the position, since chat is never logged.
- Fixed squads losing their name when someone joins: Warhawk Actual no longer turns into a callsign like "PROMETHEUS EIR 1" when its first player joins, its leader leaves or it empties. A name a squad leader types in still stays until the leadership changes.

WD Warhawk Conflict Enhanced 1.7.1
- Fixed the Warhawk Division emblem and flag showing as coloured noise in Game Master, on the join screen and in the menus.
- The cloth flag on flagpoles and command tents shows the whole Warhawk flag instead of a zoomed-in part of it.
- The scenario picture in the server browser shows the whole crest.
- Bargam Airfield's arsenal boxes stand in a wide U facing the spawn tent instead of a straight line.

WD Warhawk Conflict Enhanced 1.7.0
- Warhawk Division has its own flag on base flagpoles and command tents, on the join screen and in the menus, and its own faction emblem.
- Bargam Airfield has a row of arsenal boxes next to the spawn tent from the start: US weapons, clothing, vests and packs, and gear; Soviet, FIA and civilian weapons and equipment. Each box holds one faction and one kind of gear, so none is slow to open.
- Save any kit at any arsenal: loadouts are no longer limited to your own faction's items.
- A light vehicle depot at Bargam Airfield (free while supplies are off).
- No more logistics trucks spawning at Bargam when a campaign starts; the two armed Humvees still do. Trucks already in a save stay until destroyed or the campaign is reset.
- Command tents moved and turned to line up with the buildings at Kunar Abad, Tor Kelay, FireBase Vegas, AliAbad, OP Restrepo, Khunbar, Chichal, Kandlay and Gulahy Shal.
- Radio relays now have a tall Soviet relay mast beside the radio, so they are easier to find.
- Named Warhawk squads to pick from: Warhawk Actual, Warhawk 1-1, Warhawk 1-2, Reaper (recon), Spartan (anti-tank), Sapper (engineers), Doc (medics), Dustoff (helicopters) and Mule (transport), plus Reserves. Players can no longer create unnamed extra groups.

WD Warhawk Conflict Enhanced 1.6.1
- Supplies are off by default: arsenals, vehicle requests and support stations are free. Server owners can switch them back on with suppliesEnabled in config.json.
- Militia reinforcements no longer appear at locked bases: they come in from 850-1200 m out, and patrols keep to the country between bases.
- Fewer stuck militia: spawns and waypoints only on open, dry ground (not on rock tops, roofs or by the water), base garrisons spawn on open ground near the base, and a soldier stuck inside an object or on a rock top is moved out within seconds.
- Arma Vision is allowed for players.
- New admin command #wce where: your position and facing, for placing bases. #wce help is now one command per line.
- Radio relays show their area circle in Workbench and Game Master.

WD Warhawk Conflict Enhanced 1.6.0
- More enemies: the militia's budget is 6 groups for a single player (was 3), with one more patrol at every escalation step. Servers keep any numbers their admin changed; untouched old defaults are raised automatically.
- Fixed militia spawning inside rocks: base garrisons wait until the ground under them has loaded, and any militia soldier stuck in a rock or off walkable ground is moved out (or removed) after 30 seconds.
- Command tents re-placed at 11 bases. 1.5.0 put Kunar Abad's in a pit under a lake; every base was re-checked for cliffs, overhangs, water and roads.
- The join screen shows the Kunar Militia instead of FIA.

WD Warhawk Conflict Enhanced 1.5.0
- The Kunar Militia now uses the USSR faction and wears the Soviet Ai Kits outfit (new dependency). A 1.0.0 save carries over: bases held by FIA go to the militia.
- Garrisons only spawn at bases you can capture. Locked bases stay empty until they unlock, which saves server performance.
- Seize tasks only for bases you can capture. If the militia pushes the front back, the task moves back with it.
- Fixed radio coverage stopping at Bargam Airfield's range, which left FireBase Vegas and every base after it uncapturable.
Game Version
1.8.0.13
Created
Mon, 02 Nov 2026 10:21:22 GMT
Last Modified
Mon, 02 Nov 2026 10:21:27 GMT

1.7.3

WD Warhawk Conflict Enhanced 1.7.3
- Fewer enemies for small teams, for smoother frame rates: one player now meets about half the militia a full squad does (6 groups at once instead of 9, one defending group, 2 patrols, a QRF of one fire team and a technical). The numbers still grow to the full 16 groups from six players.
- The red "Locked" crosses are drawn on the map only: mods that show map markers as waypoints, on a compass or a mini map no longer show them in the world.
- Mortar rounds no longer set off a second, silent explosion.
- Patrols no longer try again and again to start in the river between Bargam and OP Northeast.
- The Reserves squad (where kicked players go) is now Warhawk Reserve instead of a bare callsign like "EOS BALDER 5".

WD Warhawk Conflict Enhanced 1.7.2
- More militia, sooner, from the first base on: up to 8 groups plus 1 per player at once (was 5 plus 0.5), 16 at most.
- Enemy technicals: QRFs and counterattacks bring a PKM technical that drives in by road. Its crew often gets out partway and fights on foot, leaving the technical for you to take.
- QRFs set off when you get within 1 km of the objective, so they arrive during the fight, and grow with the player count: a fire team for 1-2 players, plus an AT team from 3, plus a rifle squad from 6, always with a technical. One every 5 minutes per base (was 10).
- Counterattacks set off 3 minutes after you take a base (was 15), while you are still there, with at least 2 groups plus a technical. Once everyone has moved on (nobody within 800 m of it) a counterattack on that base is called off, so you no longer have to run back from the next objective to defend it.
- The militia fights for the current objective instead of spreading out: 1-4 groups (1, plus 1 per 2 players) dig in on it before you arrive, its patrols (3 at the start, up to 6, but never more than one more than there are players) walk only the ground just before and after it, and ambushes (a fire team, plus a machine-gun team from the third escalation step; one every 5 minutes, was 10) are set within 1.5 km of it. Relay and supply-base guards only spawn beside the current objective. The militia's total grows with the player count (6 groups for one player, 8 for two, the full 16 from six), and room for a whole QRF is always kept free, so a small team is not swamped.
- Capturing a base takes longer: 90 s alone (was 60), never under 20 s however many of you there are (was 5).
- Sometimes (35% of captures) the militia drops about a dozen mortar rounds over 45 s, 70-200 m around the objective while you take it, never right on a player. Server owners: captureBarrageChance and captureBarrageRounds in config.json.
- Bargam Airfield is no longer safe: every 30 minutes about 16 mortar rounds land around it over a minute (40-250 m out, never within 60 m of a spawn point or an arsenal). Server owners can change or switch this off with mainBaseShellingMinutes, mainBaseShellRounds, mainBaseShellMin and mainBaseShellMax in config.json.
- Bargam Airfield: the arsenal is now inside the military garage, the HQ tent stands at the garage door, there are two helipads to the north, and everything lines up with the airfield.
- Servers keep any enemy numbers their admin changed; values still at the old defaults are raised automatically.
- A longer route that covers the whole map: first the east flank (OP Northeast, OP East, OP Kunar East), then 6 outposts in the north and west (OP North, OP Northwest, OP Far West, OP West Valley, OP West, OP Southwest), then the valley, which you now fight up from OP Restrepo to Kunar Abad. Abbas Ghar is now an objective on the way to Chichal; Kandlay stays an optional supply base. 20 objectives in all (was 10).
- 6 new Soviet radio masts (relays) next to bases, and every relay, old and new, now has a militia patrol guarding it while it sits beside the current objective. Rougle Hill's relay moved 36 m to the marked spot, and Hancho Hill's mast no longer stands in a cannon. Every mast now stands with its radio box at its foot (it was 5 m away).
- Bargam Airfield's radio reaches 1500 m (was 1000), so OP North and OP Northeast are in range.
- Militia reinforcements no longer pick spawn spots past the edge of the map (they never arrived at objectives near the north edge), and patrols never walk through a Warhawk base.
- Running servers: the route order changed, so reset the campaign once after updating (#wce reset confirm), or the front starts at OP Northeast with the old captures still yours.
- #wce where takes a note (#wce where tent here, facing the road): it goes into the server log with the position, since chat is never logged.
- Fixed squads losing their name when someone joins: Warhawk Actual no longer turns into a callsign like "PROMETHEUS EIR 1" when its first player joins, its leader leaves or it empties. A name a squad leader types in still stays until the leadership changes.

WD Warhawk Conflict Enhanced 1.7.1
- Fixed the Warhawk Division emblem and flag showing as coloured noise in Game Master, on the join screen and in the menus.
- The cloth flag on flagpoles and command tents shows the whole Warhawk flag instead of a zoomed-in part of it.
- The scenario picture in the server browser shows the whole crest.
- Bargam Airfield's arsenal boxes stand in a wide U facing the spawn tent instead of a straight line.

WD Warhawk Conflict Enhanced 1.7.0
- Warhawk Division has its own flag on base flagpoles and command tents, on the join screen and in the menus, and its own faction emblem.
- Bargam Airfield has a row of arsenal boxes next to the spawn tent from the start: US weapons, clothing, vests and packs, and gear; Soviet, FIA and civilian weapons and equipment. Each box holds one faction and one kind of gear, so none is slow to open.
- Save any kit at any arsenal: loadouts are no longer limited to your own faction's items.
- A light vehicle depot at Bargam Airfield (free while supplies are off).
- No more logistics trucks spawning at Bargam when a campaign starts; the two armed Humvees still do. Trucks already in a save stay until destroyed or the campaign is reset.
- Command tents moved and turned to line up with the buildings at Kunar Abad, Tor Kelay, FireBase Vegas, AliAbad, OP Restrepo, Khunbar, Chichal, Kandlay and Gulahy Shal.
- Radio relays now have a tall Soviet relay mast beside the radio, so they are easier to find.
- Named Warhawk squads to pick from: Warhawk Actual, Warhawk 1-1, Warhawk 1-2, Reaper (recon), Spartan (anti-tank), Sapper (engineers), Doc (medics), Dustoff (helicopters) and Mule (transport), plus Reserves. Players can no longer create unnamed extra groups.

WD Warhawk Conflict Enhanced 1.6.1
- Supplies are off by default: arsenals, vehicle requests and support stations are free. Server owners can switch them back on with suppliesEnabled in config.json.
- Militia reinforcements no longer appear at locked bases: they come in from 850-1200 m out, and patrols keep to the country between bases.
- Fewer stuck militia: spawns and waypoints only on open, dry ground (not on rock tops, roofs or by the water), base garrisons spawn on open ground near the base, and a soldier stuck inside an object or on a rock top is moved out within seconds.
- Arma Vision is allowed for players.
- New admin command #wce where: your position and facing, for placing bases. #wce help is now one command per line.
- Radio relays show their area circle in Workbench and Game Master.

WD Warhawk Conflict Enhanced 1.6.0
- More enemies: the militia's budget is 6 groups for a single player (was 3), with one more patrol at every escalation step. Servers keep any numbers their admin changed; untouched old defaults are raised automatically.
- Fixed militia spawning inside rocks: base garrisons wait until the ground under them has loaded, and any militia soldier stuck in a rock or off walkable ground is moved out (or removed) after 30 seconds.
- Command tents re-placed at 11 bases. 1.5.0 put Kunar Abad's in a pit under a lake; every base was re-checked for cliffs, overhangs, water and roads.
- The join screen shows the Kunar Militia instead of FIA.

WD Warhawk Conflict Enhanced 1.5.0
- The Kunar Militia now uses the USSR faction and wears the Soviet Ai Kits outfit (new dependency). A 1.0.0 save carries over: bases held by FIA go to the militia.
- Garrisons only spawn at bases you can capture. Locked bases stay empty until they unlock, which saves server performance.
- Seize tasks only for bases you can capture. If the militia pushes the front back, the task moves back with it.
- Fixed radio coverage stopping at Bargam Airfield's range, which left FireBase Vegas and every base after it uncapturable.
Game Version
1.8.0.13
Created
Mon, 02 Nov 2026 10:06:32 GMT
Last Modified
Mon, 02 Nov 2026 10:06:37 GMT

1.7.2

WD Warhawk Conflict Enhanced 1.7.2

- More militia, sooner, from the first base on: up to 8 groups plus 1 per player at once (was 5 plus 0.5), 16 at most.
- Enemy technicals: QRFs and counterattacks bring a PKM technical that drives in by road. Its crew often gets out partway and fights on foot, leaving the technical for you to take.
- QRFs set off when you get within 1 km of the objective, so they arrive during the fight, and now bring a rifle squad as well as the fire team and AT team. One every 5 minutes per base (was 10).
- Counterattacks set off 3 minutes after you take a base (was 15), while you are still there, with at least 2 groups plus a technical. Once everyone has moved on (nobody within 800 m of it) a counterattack on that base is called off, so you no longer have to run back from the next objective to defend it.
- The militia fights for the current objective instead of spreading out: 2-4 groups (2, plus 1 per 2 players) dig in on it before you arrive, its patrols (3 at the start, up to 6) walk only the ground just before and after it, and ambushes (a fire team, plus a machine-gun team from the third escalation step; one every 5 minutes, was 10) are set within 1.5 km of it. Relay and supply-base guards only spawn beside the current objective. The militia's total stays capped as before, and room for a whole QRF is always kept free.
- Capturing a base takes longer: 90 s alone (was 60), never under 20 s however many of you there are (was 5).
- Sometimes (35% of captures) the militia drops about a dozen mortar rounds over 45 s, 70-200 m around the objective while you take it, never right on a player. Server owners: captureBarrageChance and captureBarrageRounds in config.json.
- Bargam Airfield is no longer safe: every 30 minutes about 16 mortar rounds land around it over a minute (40-250 m out, never within 60 m of a spawn point or an arsenal). Server owners can change or switch this off with mainBaseShellingMinutes, mainBaseShellRounds, mainBaseShellMin and mainBaseShellMax in config.json.
- Bargam Airfield: the arsenal is now inside the military garage, the HQ tent stands at the garage door, there are two helipads to the north, and everything lines up with the airfield.
- Servers keep any enemy numbers their admin changed; values still at the old defaults are raised automatically.
- A longer route that covers the whole map: first the east flank (OP Northeast, OP East, OP Kunar East), then 6 outposts in the north and west (OP North, OP Northwest, OP Far West, OP West Valley, OP West, OP Southwest), then the valley, which you now fight up from OP Restrepo to Kunar Abad. Abbas Ghar is now an objective on the way to Chichal; Kandlay stays an optional supply base. 20 objectives in all (was 10).
- 6 new Soviet radio masts (relays) next to bases, and every relay, old and new, now has a militia patrol guarding it while it sits beside the current objective. Rougle Hill's relay moved 36 m to the marked spot, and Hancho Hill's mast no longer stands in a cannon. Every mast now stands with its radio box at its foot (it was 5 m away).
- Bargam Airfield's radio reaches 1500 m (was 1000), so OP North and OP Northeast are in range.
- Militia reinforcements no longer pick spawn spots past the edge of the map (they never arrived at objectives near the north edge), and patrols never walk through a Warhawk base.
- Running servers: the route order changed, so reset the campaign once after updating (#wce reset confirm), or the front starts at OP Northeast with the old captures still yours.
- #wce where takes a note (#wce where tent here, facing the road): it goes into the server log with the position, since chat is never logged.
- Fixed squads losing their name when someone joins: Warhawk Actual no longer turns into a callsign like "PROMETHEUS EIR 1" when its first player joins, its leader leaves or it empties. A name a squad leader types in still stays until the leadership changes.

WD Warhawk Conflict Enhanced 1.7.1
- Fixed the Warhawk Division emblem and flag showing as coloured noise in Game Master, on the join screen and in the menus.
- The cloth flag on flagpoles and command tents shows the whole Warhawk flag instead of a zoomed-in part of it.
- The scenario picture in the server browser shows the whole crest.
- Bargam Airfield's arsenal boxes stand in a wide U facing the spawn tent instead of a straight line.

WD Warhawk Conflict Enhanced 1.7.0
- Warhawk Division has its own flag on base flagpoles and command tents, on the join screen and in the menus, and its own faction emblem.
- Bargam Airfield has a row of arsenal boxes next to the spawn tent from the start: US weapons, clothing, vests and packs, and gear; Soviet, FIA and civilian weapons and equipment. Each box holds one faction and one kind of gear, so none is slow to open.
- Save any kit at any arsenal: loadouts are no longer limited to your own faction's items.
- A light vehicle depot at Bargam Airfield (free while supplies are off).
- No more logistics trucks spawning at Bargam when a campaign starts; the two armed Humvees still do. Trucks already in a save stay until destroyed or the campaign is reset.
- Command tents moved and turned to line up with the buildings at Kunar Abad, Tor Kelay, FireBase Vegas, AliAbad, OP Restrepo, Khunbar, Chichal, Kandlay and Gulahy Shal.
- Radio relays now have a tall Soviet relay mast beside the radio, so they are easier to find.
- Named Warhawk squads to pick from: Warhawk Actual, Warhawk 1-1, Warhawk 1-2, Reaper (recon), Spartan (anti-tank), Sapper (engineers), Doc (medics), Dustoff (helicopters) and Mule (transport), plus Reserves. Players can no longer create unnamed extra groups.

WD Warhawk Conflict Enhanced 1.6.1
- Supplies are off by default: arsenals, vehicle requests and support stations are free. Server owners can switch them back on with suppliesEnabled in config.json.
- Militia reinforcements no longer appear at locked bases: they come in from 850-1200 m out, and patrols keep to the country between bases.
- Fewer stuck militia: spawns and waypoints only on open, dry ground (not on rock tops, roofs or by the water), base garrisons spawn on open ground near the base, and a soldier stuck inside an object or on a rock top is moved out within seconds.
- Arma Vision is allowed for players.
- New admin command #wce where: your position and facing, for placing bases. #wce help is now one command per line.
- Radio relays show their area circle in Workbench and Game Master.

WD Warhawk Conflict Enhanced 1.6.0
- More enemies: the militia's budget is 6 groups for a single player (was 3), with one more patrol at every escalation step. Servers keep any numbers their admin changed; untouched old defaults are raised automatically.
- Fixed militia spawning inside rocks: base garrisons wait until the ground under them has loaded, and any militia soldier stuck in a rock or off walkable ground is moved out (or removed) after 30 seconds.
- Command tents re-placed at 11 bases. 1.5.0 put Kunar Abad's in a pit under a lake; every base was re-checked for cliffs, overhangs, water and roads.
- The join screen shows the Kunar Militia instead of FIA.

WD Warhawk Conflict Enhanced 1.5.0
- The Kunar Militia now uses the USSR faction and wears the Soviet Ai Kits outfit (new dependency). A 1.0.0 save carries over: bases held by FIA go to the militia.
- Garrisons only spawn at bases you can capture. Locked bases stay empty until they unlock, which saves server performance.
- Seize tasks only for bases you can capture. If the militia pushes the front back, the task moves back with it.
- Fixed radio coverage stopping at Bargam Airfield's range, which left FireBase Vegas and every base after it uncapturable.
Game Version
1.8.0.13
Created
Mon, 02 Nov 2026 08:24:52 GMT
Last Modified
Mon, 02 Nov 2026 08:24:59 GMT

1.7.1

WD Warhawk Conflict Enhanced 1.7.1
- Fixed the Warhawk Division emblem and flag showing as coloured noise in Game Master, on the join screen and in the menus.
- The cloth flag on flagpoles and command tents shows the whole Warhawk flag instead of a zoomed-in part of it.
- The scenario picture in the server browser shows the whole crest.
- Bargam Airfield's arsenal boxes stand in a wide U facing the spawn tent instead of a straight line.
Game Version
1.8.0.13
Created
Sun, 01 Nov 2026 14:18:15 GMT
Last Modified
Sun, 01 Nov 2026 14:18:23 GMT

1.7.0

WD Warhawk Conflict Enhanced 1.7.0

- Warhawk Division has its own flag on base flagpoles and command tents, on the join screen and in the menus, and its own faction emblem.
- Bargam Airfield has a row of arsenal boxes next to the spawn tent from the start: US weapons, clothing, vests and packs, and gear; Soviet, FIA and civilian weapons and equipment. Each box holds one faction and one kind of gear, so none is slow to open.
- Save any kit at any arsenal: loadouts are no longer limited to your own faction's items.
- A light vehicle depot at Bargam Airfield (free while supplies are off).
- No more logistics trucks spawning at Bargam when a campaign starts; the two armed Humvees still do. Trucks already in a save stay until destroyed or the campaign is reset.
- Command tents moved and turned to line up with the buildings at Kunar Abad, Tor Kelay, FireBase Vegas, AliAbad, OP Restrepo, Khunbar, Chichal, Kandlay and Gulahy Shal.
- Radio relays now have a tall Soviet relay mast beside the radio, so they are easier to find.
- Named Warhawk squads to pick from: Warhawk Actual, Warhawk 1-1, Warhawk 1-2, Reaper (recon), Spartan (anti-tank), Sapper (engineers), Doc (medics), Dustoff (helicopters) and Mule (transport), plus Reserves. Players can no longer create unnamed extra groups.

WD Warhawk Conflict Enhanced 1.6.1
- Supplies are off by default: arsenals, vehicle requests and support stations are free. Server owners can switch them back on with suppliesEnabled in config.json.
- Militia reinforcements no longer appear at locked bases: they come in from 850-1200 m out, and patrols keep to the country between bases.
- Fewer stuck militia: spawns and waypoints only on open, dry ground (not on rock tops, roofs or by the water), base garrisons spawn on open ground near the base, and a soldier stuck inside an object or on a rock top is moved out within seconds.
- Arma Vision is allowed for players.
- New admin command #wce where: your position and facing, for placing bases. #wce help is now one command per line.
- Radio relays show their area circle in Workbench and Game Master.

WD Warhawk Conflict Enhanced 1.6.0
- More enemies: the militia's budget is 6 groups for a single player (was 3), with one more patrol at every escalation step. Servers keep any numbers their admin changed; untouched old defaults are raised automatically.
- Fixed militia spawning inside rocks: base garrisons wait until the ground under them has loaded, and any militia soldier stuck in a rock or off walkable ground is moved out (or removed) after 30 seconds.
- Command tents re-placed at 11 bases. 1.5.0 put Kunar Abad's in a pit under a lake; every base was re-checked for cliffs, overhangs, water and roads.
- The join screen shows the Kunar Militia instead of FIA.

WD Warhawk Conflict Enhanced 1.5.0
- The Kunar Militia now uses the USSR faction and wears the Soviet Ai Kits outfit (new dependency). A 1.0.0 save carries over: bases held by FIA go to the militia.
- Garrisons only spawn at bases you can capture. Locked bases stay empty until they unlock, which saves server performance.
- Seize tasks only for bases you can capture. If the militia pushes the front back, the task moves back with it.
- Fixed radio coverage stopping at Bargam Airfield's range, which left FireBase Vegas and every base after it uncapturable.
Game Version
1.8.0.13
Created
Sun, 01 Nov 2026 11:52:43 GMT
Last Modified
Sun, 01 Nov 2026 11:52:49 GMT

1.6.2

WD Warhawk Conflict Enhanced 1.6.1

- Supplies are off by default: arsenals, vehicle requests and support stations are free. Server owners can switch them back on with suppliesEnabled in config.json.
- Militia reinforcements no longer appear at locked bases: they come in from 850-1200 m out, and patrols keep to the country between bases.
- Fewer stuck militia: spawns and waypoints only on open, dry ground (not on rock tops, roofs or by the water), base garrisons spawn on open ground near the base, and a soldier stuck inside an object or on a rock top is moved out within seconds.
- Arma Vision is allowed for players.
- New admin command #wce where: your position and facing, for placing bases. #wce help is now one command per line.
- Radio relays show their area circle in Workbench and Game Master.

WD Warhawk Conflict Enhanced 1.6.0
- More enemies: the militia's budget is 6 groups for a single player (was 3), with one more patrol at every escalation step. Servers keep any numbers their admin changed; untouched old defaults are raised automatically.
- Fixed militia spawning inside rocks: base garrisons wait until the ground under them has loaded, and any militia soldier stuck in a rock or off walkable ground is moved out (or removed) after 30 seconds.
- Command tents re-placed at 11 bases. 1.5.0 put Kunar Abad's in a pit under a lake; every base was re-checked for cliffs, overhangs, water and roads.
- The join screen shows the Kunar Militia instead of FIA.

WD Warhawk Conflict Enhanced 1.5.0
- The Kunar Militia now uses the USSR faction and wears the Soviet Ai Kits outfit (new dependency). A 1.0.0 save carries over: bases held by FIA go to the militia.
- Garrisons only spawn at bases you can capture. Locked bases stay empty until they unlock, which saves server performance.
- Seize tasks only for bases you can capture. If the militia pushes the front back, the task moves back with it.
- Fixed radio coverage stopping at Bargam Airfield's range, which left FireBase Vegas and every base after it uncapturable.
Game Version
1.8.0.13
Created
Sat, 31 Oct 2026 21:22:27 GMT
Last Modified
Sat, 31 Oct 2026 21:22:39 GMT

1.6.1

WD Warhawk Conflict Enhanced 1.6.1

- Militia reinforcements no longer appear at locked bases: they come in from 850-1200 m out, and patrols keep to the country between bases.
- Fewer stuck militia: spawns and waypoints only on open, dry ground (not on rock tops, roofs or by the water), base garrisons spawn on open ground near the base, and a soldier stuck inside an object or on a rock top is moved out within seconds.
- Arma Vision is allowed for players.
- New admin command #wce where: your position and facing, for placing bases. #wce help is now one command per line.
- Radio relays show their area circle in Workbench and Game Master.

WD Warhawk Conflict Enhanced 1.6.0
- More enemies: the militia's budget is 6 groups for a single player (was 3), with one more patrol at every escalation step. Servers keep any numbers their admin changed; untouched old defaults are raised automatically.
- Fixed militia spawning inside rocks: base garrisons wait until the ground under them has loaded, and any militia soldier stuck in a rock or off walkable ground is moved out (or removed) after 30 seconds.
- Command tents re-placed at 11 bases. 1.5.0 put Kunar Abad's in a pit under a lake; every base was re-checked for cliffs, overhangs, water and roads.
- The join screen shows the Kunar Militia instead of FIA.

WD Warhawk Conflict Enhanced 1.5.0
- The Kunar Militia now uses the USSR faction and wears the Soviet Ai Kits outfit (new dependency). A 1.0.0 save carries over: bases held by FIA go to the militia.
- Garrisons only spawn at bases you can capture. Locked bases stay empty until they unlock, which saves server performance.
- Seize tasks only for bases you can capture. If the militia pushes the front back, the task moves back with it.
- Fixed radio coverage stopping at Bargam Airfield's range, which left FireBase Vegas and every base after it uncapturable.
Game Version
1.8.0.13
Created
Sat, 31 Oct 2026 07:36:28 GMT
Last Modified
Sat, 31 Oct 2026 07:36:33 GMT

1.6.0

WD Warhawk Conflict Enhanced 1.6.0

- More enemies: the militia's budget is 6 groups for a single player (was 3), with one more patrol at every escalation step. Servers keep any numbers their admin changed; untouched old defaults are raised automatically.
- Fixed militia spawning inside rocks: base garrisons wait until the ground under them has loaded, and any militia soldier stuck in a rock or off walkable ground is moved out (or removed) after 30 seconds.
- Command tents re-placed at 11 bases. 1.5.0 put Kunar Abad's in a pit under a lake; every base was re-checked for cliffs, overhangs, water and roads.
- The join screen shows the Kunar Militia instead of FIA.

From WD Warhawk Conflict Enhanced 1.5.0
- The Kunar Militia now uses the USSR faction and wears the Soviet Ai Kits outfit (new dependency). A 1.0.0 save carries over: bases held by FIA go to the militia.
- Garrisons only spawn at bases you can capture. Locked bases stay empty until they unlock, which saves server performance.
- Seize tasks only for bases you can capture. If the militia pushes the front back, the task moves back with it.
- Fixed radio coverage stopping at Bargam Airfield's range, which left FireBase Vegas and every base after it uncapturable.
Game Version
1.8.0.13
Created
Sat, 31 Oct 2026 06:01:23 GMT
Last Modified
Sat, 31 Oct 2026 06:01:36 GMT

1.5.0

WD Warhawk Conflict Enhanced 1.5.0

- The Kunar Militia now uses the USSR faction and wears the Soviet Ai Kits outfit (new dependency). A 1.0.0 save carries over: bases held by FIA go to the militia.
- Garrisons only spawn at bases you can capture. Locked bases stay empty until they unlock, which saves server performance.
- Seize tasks only for bases you can capture. If the militia pushes the front back, the task moves back with it.
- Command tents moved out of rocks, buildings and roads at 10 bases.
- Fixed radio coverage stopping at Bargam Airfield's range, which left FireBase Vegas and every base after it uncapturable.
Game Version
1.8.0.13
Created
Sat, 31 Oct 2026 03:12:53 GMT
Last Modified
Sat, 31 Oct 2026 03:13:03 GMT

1.0.0

Game Version
1.8.0.13
Created
Fri, 30 Oct 2026 13:40:38 GMT
Last Modified
Fri, 30 Oct 2026 13:40:47 GMT

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