FreedomFighters_Reoccupation
by Erdfuchs
6.4.4
Bugfixes
- Game Version
- 1.8.0.13
- Created
- Wed, 23 Sep 2026 13:52:01 GMT
- Last Modified
- Wed, 23 Sep 2026 13:53:53 GMT
6.4.3
Made Civilian Ownership a required Reoccupation dependency
- Game Version
- 1.8.0.13
- Created
- Wed, 23 Sep 2026 12:27:40 GMT
- Last Modified
- Wed, 23 Sep 2026 12:29:45 GMT
6.4.2
Compatibility Features for Reoccupation to work with the new mod FF - Civilian Ownership
- Game Version
- 1.8.0.13
- Created
- Tue, 22 Sep 2026 19:35:41 GMT
- Last Modified
- Tue, 22 Sep 2026 19:38:07 GMT
6.4.1
Fixed recruts not spawning at living quarters in FOB.
- Game Version
- 1.8.0.13
- Created
- Sat, 19 Sep 2026 14:51:43 GMT
- Last Modified
- Sat, 19 Sep 2026 14:53:09 GMT
6.4.0
- FF - Garrisons, FF - Persistent Checkpoints and FF - Construction Expansion are now required dependencies and load with Reoccupation. They remain separate addons and can still be used independently with Freedom Fighters, without Reoccupation. - The land border band stays clearly visible when zooming out, using a contrasting minimum-width overview line instead of disappearing subpixel stripes. Detailed close-up shading and station icons are retained. - Water borders now use outlined round dots with zoom-aware spacing. This changes the map display only: physical border markers, mine placement and border rules are unchanged.
- Game Version
- 1.8.0.13
- Created
- Thu, 17 Sep 2026 08:47:18 GMT
- Last Modified
- Thu, 17 Sep 2026 08:48:40 GMT
6.3.0
Freedom Fighters – Reoccupation Fixed Fixed native persistence registration for Freedom Fighters scenarios that do not inherit the Everon mission configuration, improving compatibility with standard and custom maps. Slow persistence initialization no longer permanently disables Reoccupation after 30 seconds. Invalid configurations still stop safely without deleting campaign data. Fixed initialization recovery when switching worlds after a failed scenario. Fixed missing border sections caused by incomplete territory-neighbour links. Existing borders are rechecked, missing sections added, and valid saved routes retained. Removed redundant retries of already solved neighbouring borders and corrected settlement-exclusion handling during relaxed routing. Improved Border planning progressively relaxes routing restrictions before giving up. Final extended searches may cross building footprints when necessary. Only after all fallback searches fail can an individual section remain permanently open. Other sections are still built, and viable road checkpoints remain. Open sections are remembered until an explicit border reset. Distant patrols, death squads and reconnaissance units use LOD 4 while travelling and LOD 2 near their objective or in combat. Death-squad target civilians, FIA town defenders and associated checkpoint crews use LOD 2. Nearby players restore full simulation. Reduced repeated simulation-management work through shared checks and cached data, without additional world-wide searches or persistence writes. Improved startup diagnostics, border-reset feedback and release-package validation. Existing saves remain compatible. No campaign or border reset required.
- Game Version
- 1.8.0.13
- Created
- Wed, 16 Sep 2026 13:10:42 GMT
- Last Modified
- Wed, 16 Sep 2026 13:12:09 GMT
6.2.0
Added** - 50 m border bands, yellow/black maps and cleared-post icons. - Persistent minefields: up to 75 AT and 150 AP mines per 100 m. - Warning stands every 10 m; water buoys every 20 m. - Watchtowers and furnished camps: destroy them to stop reinforcements. - Weathered 20 km/h signs, admin border reset and debug progress/save diagnostics. **Changed** - Tents: 20% chance per 300 m, one AT or sniper patrol each; half operate at night. - Camps follow slopes, clear patrol lanes and spawn troops outside. Walking patrols rest and recover around obstacles, without LOD protection. - Wiped teams return after two hours of server uptime; no partial refills. - Streaming: troops 900 m, scenery 1 km, mines 250 m; new teams need 150 m clearance. - All vehicles get border calls. Civilian crossings close 20:30–05:00, permits included; military disguises remain eligible. - One vehicle at a time; busy/fighting posts order retreat. Slow down at 70 m, calls at 50 m; shorter exits. - Town limit 40 km/h; occupation traffic stops spawning at 20:15. Rejected drivers seek shelter; FIA-only ferries. - Paced teardown, registrations, POI and parking work reduce spikes while preserving save safeguards. **Fixed** - Campaign-bound saves isolate fresh campaigns; restored Intel activation and success messages. - Lost FOB/building references after upgrades; recoverable misplaced records are retained. - Failed tent sites, stuck patrols, casualty tracking, premature respawns and restart rebuilds. - Private moving PA audio, false retreat/re-entry, stop-line bypasses and dead-driver blockages. - Mine-free roads, bus-map stalls, ferry hints and Soviet-tool contraband. - Closed borders, post spacing and trimmed tips. FOBs/camps do not change laws; RHML OFF preserves progress. - Corrected 20 km/h sign backs and third-person inspection-risk HUD placement.
- Game Version
- 1.8.0.13
- Created
- Mon, 14 Sep 2026 18:56:00 GMT
- Last Modified
- Mon, 14 Sep 2026 18:57:38 GMT
6.1.1
Added - Added nighttime entry restrictions at RHML border stations. Civilians approaching from FIA territory are denied entry between 20:30 and 05:00, even with a valid curfew permit. - Added a dedicated checkpoint announcement and a visible 40-second withdrawal timer. Everyone must remain inside the vehicle and retreat towards FIA territory without crossing the stop signs. - Leaving the vehicle, crossing the stop line or failing to withdraw in time triggers the existing Freedom Fighters Wanted system for the players and vehicle. - The delivery briefcase of Ff introduction Mission counts as contraband. - Fully cleared border stations can shed their structures beyond 300 m. Obsolete stations, including their signs, are removed at the same distance once safe. Changed - Death-squad sightings at eligible FIA settlements are guaranteed across all settlement types and clearly describe a large enemy combat force. - Increased the replacement cooldown for fully eliminated RHML border-station garrisons from one to two hours of active server time. Remaining cooldowns persist across restarts. Regular Freedom Fighters checkpoints are unaffected. - Updated the Field Manual with nighttime entry restrictions and the longer border-garrison cooldown. - Border-station Inspektion announcements are 25% louder; regular checkpoint and town broadcasts are unchanged. Fixed - Fixed checkpoint encounters being selected repeatedly when approaching from farther away. - Fixed queued inspections being discarded before the vehicle reached the checkpoint. - Ensured a successful withdrawal does not grant permission to re-enter: another nighttime approach triggers a new return order. - Corrected the Field Manual: patrols can target FIA settlements as well as bases and factories.
- Game Version
- 1.8.0.13
- Created
- Wed, 09 Sep 2026 09:16:12 GMT
- Last Modified
- Wed, 09 Sep 2026 09:17:45 GMT
6.1.0
**FreedomFighters_Reoccupation has been updated!** New Features in public Version 6.1.0 **Introduction of Reoccupation Hardcore: Martial Law** The occupation is tightening its grip. RHML is optional and enabled by default. **New features** - **Curfew, 21:00-05:00:** occupied towns and countryside lock down. Civilians head home, traffic subsides and security increases. Patrols can shoot curfew violators. - **A voice of authority:** curfew warnings, start/end broadcasts, threatening nighttime announcements and personal notifications. - **Dynamic border stations:** fortified road crossings follow the frontline, with persistent surviving guards, anti-tank weapons, optional sniper towers and nighttime inspection lights. - **Checkpoint inspections:** regular occupation posts and border stations may wave you down. Follow the instructions, submit to a search or risk a bribe. Trying to evade a called inspection can expose everyone aboard. - **Smuggling with consequences:** cargo and occupants are searched. Concealment and smaller loads reduce discovery risk; a live risk indicator helps you plan. - **Go undercover:** matching occupation uniforms and vehicles reduce checks. Expect searches or driver identity checks. Occupation equipment fits your cover; foreign military gear remains suspicious. - **Papers, please:** buy forged soldier IDs and curfew permits at FIA hideouts/HQ. Each lasts 24 in-game hours and survives restarts without renewing. - **Road laws:** 20/30/80 km/h limits, observed off-road driving and actual property destruction can make you and your vehicle Wanted. Undercover drivers may go off-road, but must still obey speed limits. - **Plan your journey:** buses and fast travel require connected FIA roads. Resting requires all deployed players in FIA territory; time acceleration is capped at 6x. - **Nighttime rewards:** occupation supply trucks carry 90-100% supplies during curfew. - HUD guidance and Field Manual survival tips.
- Game Version
- 1.8.0.13
- Created
- Tue, 08 Sep 2026 18:21:40 GMT
- Last Modified
- Tue, 08 Sep 2026 18:22:59 GMT
6.0.0
Important: A new campaign is required. To continue an existing campaign, keep Reoccupation pinned to version 5.3.1. Added Migrated all Reoccupation-owned save data to Arma Reforger’s native persistence system. Freedom Fighters’ own persistence remains untouched. Added physical Recon restoration across server restarts, preserving survivors, route progress and observation time. Intelligence-report timing is now saved too. Expanded FIA combat broadcasts to nine recordings and replaced occupation combat warnings with six revised recordings. Added a dedicated all-clear announcement for death-squad attacks ending in enemy withdrawal. Changed Combat broadcasts now begin with a fixed faction-specific opening, followed by eight FIA or five occupation warnings using the existing persistent, non-repeating shuffle bags. Client-managed alarm phases last 90–120 seconds, followed by random 60–90-second pauses. Town alarms use two to three sources and city alarms four to six where suitable sources exist, staggered by five to ten seconds. Ending a threat cancels pending alarms and fades active sirens without waiting for the remaining alarm phase. Existing bell strikes retain their natural decay. Siren gain is now set to 110% of vanilla. Confirmed capture, defence and all-clear announcements are prioritised 30–60 seconds after danger ends, respecting remaining alarm tails. Withdrawal announcements no longer wait for surviving attackers to reach their home base. Standard PA broadcasts play every eight minutes; danger broadcasts every 90 seconds. Flags change 30–90 seconds after ownership changes, with separate delays per pole. Rewards for successfully defending bases and factories have been halved. AAR breakthrough detection now uses the facility’s combined POI_AREA zones, retaining the previous fallback where none exist. Removed Reoccupation’s checkpoint deployment and post-capture holdout overrides. These decisions remain with Freedom Fighters or the separate FF – Persistent Checkpoints addon. Fixed Corrected stale, missing or inappropriate PA programmes and outcome announcements. Warnings remain continuous when a death-squad attack transitions into a settlement battle. Fixed alarm warning order, repetition and restart/late-join handling. Later alarm phases can recover after an audio-output-device change. Improved PA coverage across supported settlement speakers while retaining native spatial audio and slight per-speaker timing offsets. Prevented duplicate restored mines and mine-warning flags while preserving armed state and mine-placer attribution for AAR. Corrected patrol destruction reports to distinguish outbound movement, activity at the objective and return journeys. Early death-squad interception messages now include precise contact coordinates. Added bounded departure recovery for incomplete death-squad groups: an alternative assembly point, then one full replacement if necessary. Only the affected group is redirected or replaced; its partner waits and may proceed alone if recovery fails. Retry stages and remaining time persist. Corrected base/factory counterattack victory and defeat wording through Freedom Fighters’ existing notification system. Restricted death-squad checkpoint LOD protection to already-deployed, uncleared FIA checkpoints; inactive checkpoint slots are no longer activated by Reoccupation. Performance and Maintenance Completed a major internal cleanup, removing legacy persistence scaffolding, obsolete code paths, embedded test fixtures and historical development files. Centralised native save coordination and batched changed-state writes. Consolidated AI LOD handling while preserving off-screen combat. Reduced mine and mine-marker maintenance checks from every five seconds to every 30 seconds, retaining immediate lifecycle callbacks. Updated compatibility checks to cover the new persistence boundary and revised Freedom Fighters integration.
- Game Version
- 1.8.0.13
- Created
- Fri, 04 Sep 2026 20:02:00 GMT
- Last Modified
- Fri, 04 Sep 2026 20:02:56 GMT
5.3.1
Changelog Changed Added campaign-seeded shuffle bags for every functional PA announcement pool. Every announcement is now selected once before its pool is reshuffled. Prevented the last announcement of a completed cycle from immediately repeating at the start of the next cycle in pools containing multiple recordings. Kept regular FIA broadcasts, occupation broadcasts, combat warnings and event-specific announcements in separate shuffle bags. Persisted the campaign seed and one-shot event draw counters across server restarts. Replicated the shuffle seed to all clients, including players joining an ongoing session, ensuring consistent playback across every loudspeaker. Updated the PA startup marker to [FFPA][BUILD] 2.2. Reworked prison garrison handling to support both FIA liberation and occupation recapture. Prison guards are now rebuilt for whichever faction currently controls the settlement after the previous garrison has been removed. When a surviving occupation group is destroyed after an FIA takeover, the newly available FIA garrison slot is filled immediately. Only actual losses of established FIA groups are now subject to the global reinforcement interval. Performance Implemented the shuffle-bag system without additional polling, per-speaker state or client feedback messages. Regular broadcasts and combat warnings derive the same deterministic order from the shared campaign seed and scheduled broadcast time. Replaced the PA system’s one-second server-wide threat scan with event-driven updates for ownership changes, battles, death-squad operations and relevant civilian casualties. Added a low-frequency 20-second watchdog to recover safely from missed events or third-party mod changes. Increased the shared client speaker scheduler interval from 100 to 500 milliseconds while retaining synchronized playback and correct seek offsets. Reduced periodic server threat scans by 95% and client scheduler activity by 80%. Fixed Fixed PA announcements repeatedly following the same catalogue order or returning to already-used recordings before the relevant pool had been exhausted. Fixed FIA prison garrisons failing to appear after a settlement had been liberated. Fixed occupation prison garrisons failing to return after a settlement was recaptured. Fixed surviving occupation groups being incorrectly registered as newly lost FIA reinforcement groups. Fixed initially freed FIA garrison slots being delayed by the normal reinforcement cycle.
- Game Version
- 1.8.0.10
- Created
- Tue, 01 Sep 2026 11:19:59 GMT
- Last Modified
- Tue, 01 Sep 2026 11:20:49 GMT
5.3.0
New Features Dynamic Settlement Announcements: New English loudspeaker broadcasts for FIA-controlled and occupied settlements, featuring distinct male and female voices, civilian safety advice, local information and occupation propaganda. Situation-Aware Broadcasts: Announcements respond to captures, recaptures, approaching death squads, ongoing battles, intercepted attacks and successful defences. Combat warnings take priority, and victory messages only play once the fighting is resolved. Confirmed losses can trigger remembrance messages. Authentic Loudspeaker Audio: Microphone activation sounds, reverberation and spatial playback through existing local loudspeakers recreate the atmosphere of the original broadcasts. Persistent Faction Flags: Added 2 flags per village, 4 per town and 6 per city, plus one at every military base and factory. Positions are saved across server restarts, with additional flags distributed throughout larger settlements. Masts remain in place while flags change individually 1–3 minutes after a change of control. Bug Fixes Prison Garrison Restoration: Fixed prison guards failing to return after the occupying faction recaptured a settlement. Prisons can now resume Freedom Fighters’ normal garrison spawning process, with safeguards against duplicate garrisons and outdated spawn orders.
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 20:04:11 GMT
- Last Modified
- Mon, 31 Aug 2026 20:05:00 GMT
5.2.0
Added Added atmospheric warning alarms for active Death Squad assaults. Church and chapel bells now warn nearby villages where suitable buildings exist. Towns and cities use emergency sirens or fire alarms originating from appropriate buildings. Large cities can activate multiple alarm sources with a randomized delay between them. The first alarm sounds before the first Death Squad warning message, giving attentive players additional reaction time. Alarms repeat while the assault continues and stop shortly after the situation has been resolved. Bell rhythm, volume and sound decay were carefully adjusted to create an urgent but natural warning signal. Fixed Eliminated a faction conflict that could cause FIA units to attack civilians during Death Squad events. Reoccupation now uses its own dedicated internal civilian faction, preventing collisions with the civilian faction selected in Freedom Fighters. Increased the civilian-casualty detection radius around attacked settlements to improve reliable casualty attribution. Fixed an initialization-order issue that could generate a script exception for every settlement during server startup. Ensured settlement reinforcement initialization and FIA manpower-floor updates are no longer interrupted when the Battle Manager is not yet available. Improved Death Squad combat processing and AI LOD protection when no players are immediately nearby. Ensured temporary LOD protection and mission-related references are removed correctly after an assault ends. Cleaned up Reoccupation-related startup and runtime log messages, making genuine problems easier to identify. Added further defensive checks for unavailable managers, invalid entities and mission-state transitions. Fixed several smaller stability and cleanup issues affecting Death Squad missions and settlement systems.
- Game Version
- 1.8.0.10
- Created
- Sun, 30 Aug 2026 10:55:50 GMT
- Last Modified
- Sun, 30 Aug 2026 10:56:02 GMT
5.1.0
Field Manual Added the new “FF – Reoccupation” section to the Freedom Fighters Field Manual. Added nine illustrated chapters covering counterattack planning, attack strength, intelligence, patrols, recon units, death squads, counterattack prediction, disruption measures, and operational tips. Added custom pictograms matching the existing Freedom Fighters visual style. Added practical guidance for preparing defenses, interpreting intelligence, intercepting enemy units, and preventing counterattacks. Death Squad AI Added universal AI LOD protection to the target settlement during all death-squad missions. FIA defenders, civilians, and checkpoint garrisons now remain active and continue fighting even when no player or Game Master camera is nearby. Newly spawned target-area units are automatically included in the protection. Once the mission ends, pauses, or is cleaned up, the protection is removed and every surviving unit’s original LOD and activation state is restored.
- Game Version
- 1.8.0.10
- Created
- Fri, 28 Aug 2026 15:36:42 GMT
- Last Modified
- Fri, 28 Aug 2026 15:36:54 GMT
5.0.0
The occupying power can now dispatch heavily armed death squads against vulnerable FIA-controlled settlements. These units travel from enemy bases along dynamic routes and attempt to terrorize civilians, reducing local support and potentially returning the settlement to occupation control. Intelligence upgrades and civilian sightings can warn players of their approach, while live HUD bars display civilian support and remaining enemy strength during the assault. Intercept the squads quickly, protect the population, and prevent the occupation from reclaiming the settlement. A new independent setting controls the chance of a death-squad operation being launched during each five-minute active-gameplay check. The probability can be configured from 0% to 25% in 1% steps and defaults to 8%. This system is independent of regular occupation patrols. Fixed an overflow issue that could cause longer Counterattack Timers to become negative; all configurable delays of up to 24 hours now work correctly.
- Game Version
- 1.8.0.10
- Created
- Thu, 27 Aug 2026 09:46:56 GMT
- Last Modified
- Thu, 27 Aug 2026 09:47:08 GMT
4.2.1
Old mod "Townfix plus" is now integrated in Reoccupation". New Setting Option.
- Game Version
- 1.8.0.10
- Created
- Mon, 17 Aug 2026 08:04:19 GMT
- Last Modified
- Mon, 17 Aug 2026 08:04:31 GMT
4.2.0
Reoccupation compatible with Arma Reforger 1.8.0.10 und Freedom Fighters 0.70.0.
- Game Version
- 1.8.0.10
- Created
- Sun, 16 Aug 2026 16:38:40 GMT
- Last Modified
- Sun, 16 Aug 2026 16:38:53 GMT
4.1.0
Compatibility & Patrol Routing Update Added a robust, versioned compatibility layer between Reoccupation and Freedom Fighters, isolating sensitive systems such as battles, objectives, factions, settings, radio towers, economy and garrisons. Added automatic compatibility checks and an update radar to quickly detect breaking Freedom Fighters changes. Improved persistent counterattack target identification to prevent timers from being assigned to the wrong facility after updates. Centralized the lifecycle and cleanup of Reoccupation’s Recon, patrol and geography systems. Rebuilt patrol routing with an asynchronous, adaptive pathfinder that searches progressively finer areas without causing server freezes. Improved navigation around water and checkpoints through wider search corridors, exact safety checks and smarter recovery routes. Failed route sections are now remembered and avoided during subsequent recovery attempts. Added greater patrol-route variety: patrols can select meaningfully different routes and remember previously used corridors, while alternative routes remain limited to a maximum of 30% additional distance.
- Game Version
- 1.7.0.54
- Created
- Wed, 12 Aug 2026 08:26:38 GMT
- Last Modified
- Wed, 12 Aug 2026 08:26:56 GMT
4.0.2
Compatibility & Patrol Routing Update Added a robust, versioned compatibility layer between Reoccupation and Freedom Fighters, isolating sensitive systems such as battles, objectives, factions, settings, radio towers, economy and garrisons. Added automatic compatibility checks and an update radar to quickly detect breaking Freedom Fighters changes. Improved persistent counterattack target identification to prevent timers from being assigned to the wrong facility after updates. Centralized the lifecycle and cleanup of Reoccupation’s Recon, patrol and geography systems. Rebuilt patrol routing with an asynchronous, adaptive pathfinder that searches progressively finer areas without causing server freezes. Improved navigation around water and checkpoints through wider search corridors, exact safety checks and smarter recovery routes. Failed route sections are now remembered and avoided during subsequent recovery attempts. Added greater patrol-route variety: patrols can select meaningfully different routes and remember previously used corridors, while alternative routes remain limited to a maximum of 30% additional distance.
- Game Version
- 1.7.0.54
- Created
- Wed, 12 Aug 2026 08:24:32 GMT
- Last Modified
- Wed, 12 Aug 2026 08:24:43 GMT
4.0.1
- Game Version
- 1.7.0.54
- Created
- Fri, 07 Aug 2026 17:54:16 GMT
- Last Modified
- Fri, 07 Aug 2026 17:54:33 GMT
4.0.0
Counterattack-Timers are now persistent and are restored after a server restart. However, they still stop if there are no players on the server or in server downtime. Stopping or restarting a server in the middle of a battle will result in the battle being counted as a loss upon restart. Added Front Proximity Index for FIA bases and factories, calculated from hostile border exposure, distance to the nearest enemy base, and distance to the nearest enemy factory. Counterattack targets are now selected through weighted probability: frontline facilities are more likely to be attacked. A facility becomes ineligible when it has no hostile border exposure and no enemy base or factory within 3 km. Front proximity also influences the counterattack strength within the administrator-defined minimum–maximum range. Attack plans within the next 4 hours are fixed; later plans remain subject to changing frontline conditions. Added a separate Casualty Register, issued alongside the After-Action Report after Counterattacks. The register commemorates civilian, FIA operative, FIA personnel, and occupation-force casualties, including available identity details, place of origin, personal background, time of death, and determined cause of death. Mines are now persistent and survive server restarts. This means FIA facilities can now be secured with active mines over the long term. Regarding mine persistence, the persistence duration and the number of persistent mines can be configured in the settings. Additionally, the player who laid each mine is stored long-term. This means that even mines laid by players days ago or before server restarts can still kill enemy soldiers, and the kills are credited to the corresponding player in the AAR. Added mine flags to the FOB- and MOB-stores. Mine flags persistence follows the persistent set for mines. Minor adjustments to artillery probability (slightly lower), hit accuracy (slightly lower), recon respawn probability (slightly lower), smoke artillery deployment probability (slightly lower), and the impact of recon on artillery accuracy (slightly lower). More realistic recon behavior. Recons go phrone at observation points and try to remain particularly concealed during the final leg of their approach to the target. Fixed Reoccupation notification backgrounds rendering incorrectly on consoles and at certain screen resolutions.
- Game Version
- 1.7.0.54
- Created
- Fri, 07 Aug 2026 16:27:01 GMT
- Last Modified
- Fri, 07 Aug 2026 16:27:13 GMT
3.0.1
Detailed FIA After-Action Reports (AARs) after counterattacks. Reports assess the overall defense and each player’s performance based on factors such as casualty ratios, enemy breakthroughs, operative deaths, friendly fire, and collateral damage. Player-placed mines and their kills are also tracked and attributed to the players responsible. Successful defenses receive financial rewards from FIA Command, with individual compensation reflecting each player’s contribution. The reports allow players to compare results and improve future defenses. Additional Setting Option to turn on / off AAR. Custom notification layouts for intelligence reports, priority alerts, observation reports, and success messages. Improved patrol-document clue system. Clues now connect more frequently, requiring players to combine information to identify the next attack target. Information reliability and the range of geographic clues have also been improved. Improved avoidance of technical Terms for place names (settlements, bases, and factories).
- Game Version
- 1.7.0.54
- Created
- Thu, 30 Jul 2026 07:31:31 GMT
- Last Modified
- Thu, 30 Jul 2026 07:31:43 GMT
3.0.0
Detailed FIA After-Action Reports (AARs) after counterattacks. Reports assess the overall defense and each player’s performance based on factors such as casualty ratios, enemy breakthroughs, operative deaths, friendly fire, and collateral damage. Player-placed mines and their kills are also tracked and attributed to the players responsible. Successful defenses receive financial rewards from FIA Command, with individual compensation reflecting each player’s contribution. The reports allow players to compare results and improve future defenses. Additional Setting Option to turn on / off AAR. Custom notification layouts for intelligence reports, priority alerts, observation reports, and success messages. Improved patrol-document clue system. Clues now connect more frequently, requiring players to combine information to identify the next attack target. Information reliability and the range of geographic clues have also been improved. Improved avoidance of technical Terms for place names (settlements, bases, and factories).
- Game Version
- 1.7.0.54
- Created
- Thu, 30 Jul 2026 07:28:44 GMT
- Last Modified
- Thu, 30 Jul 2026 07:28:59 GMT
2.1.1
The Recon spawn was not working for individual units. Problem fixed. Changed the advance warning time for attacks via a PriorityMessage to 5 to 10 minutes.
- Game Version
- 1.7.0.54
- Created
- Sun, 26 Jul 2026 09:18:26 GMT
- Last Modified
- Sun, 26 Jul 2026 09:18:35 GMT
2.1.0
FreedomFighters_Reoccupation has been updated! New in Public Version 2.1.0 Patrol Intelligence Rework The previous automated patrol intelligence system has been replaced with a more immersive system offering greater gameplay value. Patrols continue to carry records concerning their personal lives, daily routines and experiences at their home base. Some of these documents may also contain clues about the target of the next enemy counterattack. This information is no longer automatically analysed and broadcast to every player when a patrol is eliminated. Instead, one randomly selected patrol member physically carries a document folder. Players must locate and search fallen patrol members to recover and interpret the information themselves. This fully introduces the gameplay elements of tracking and being tracked, hunting and being hunted, and searching fallen enemies for valuable intelligence. Patrol frequency can still be reduced through the settings, or patrols can be disabled entirely. Recovered documents can be opened in a dedicated scrollable reader with document-specific backgrounds and improved text presentation. The quality, variety, consistency and authenticity of the documents have been significantly improved. A session-unique pool of 420 document templates includes personal letters, diary entries, handwritten notes, photographs, radio logs, duty handovers, supply records, map fragments and many other document types. Documents can incorporate actual runtime information from their patrol, including departure time and weather, patrol strength, route information, the document owner’s identity and other contextual details. Intelligence concerning a future attack will usually appear as an incomplete clue rather than a direct answer, encouraging players to recover and compare documents from multiple patrols. All geographical clues now refer to the actual target of the next counterattack. Patrol Suppression System Eliminating patrols now contributes to reducing the strength of the upcoming enemy counterattack. The contribution of each patrol is based partly on its original number of members. Progress is communicated through milestone updates, and the accumulated reduction is applied when the next counterattack begins. Players can therefore weaken an upcoming assault by eliminating regular patrols in addition to intercepting and destroying the enemy Recon team. Intelligence and Battle Improvements At the highest radio network level, Priority messages now provide only exact or highly precise information about the actual next attack target. The enemy-presence evaluation radius during battles has been increased to 150 metres, reducing the risk of battles progressing or ending while nearby enemies remain. Technical controller names on modded maps are automatically replaced with readable location, settlement or grid references. Bug Fixes and Optimisations Fixed document backgrounds, text clipping, scrolling and readability issues. Interaction prompts are hidden while a document is being read. Improved the reliability of transferring physical documents from patrol members to their corpse inventories. Document loading errors now use separate transient and terminal recovery paths. Deleted groups are removed from Patrol and Recon LOD registries. Patrol and Recon compositions now use curated and validated prefab pools. Artillery impacts are distributed evenly across a circular target area. Factories are identified by their actual entity type instead of naming conventions. Radio towers are counted in a single, briefly cached pass. The Reoccupation Manager update interval has been increased from 15 to 20 seconds to reduce unnecessary processing. The obsolete procedural document generator has been removed. Several stability, lifecycle and cleanup issues affecting patrols, Recon units and notifications have been corrected.
- Game Version
- 1.7.0.54
- Created
- Sat, 25 Jul 2026 14:21:48 GMT
- Last Modified
- Sat, 25 Jul 2026 14:21:57 GMT
2.0.0
Reworked patrol destruction reports with delayed notifications, shorter follow-up messages, and more varied recovered documents such as letters, diaries, notes, and radio logs. Improved intelligence quality tiers, making precise information rarer and encouraging players to combine multiple reports. Added configurable patrol range from 2,000 to 5,000 metres. Added additional settings for intelligence reports, warning messages and recon and Patrol destruction notifications. Reorganised the Reoccupation settings menu with clear category headings. Improved reconnaissance handling, notification queuing, LOD protection, diagnostics, and general patrol stability. Fixed the minimum counterattack strength setting so outdated saved values no longer override the intended configuration.
- Game Version
- 1.7.0.54
- Created
- Sat, 18 Jul 2026 17:35:55 GMT
- Last Modified
- Sat, 18 Jul 2026 17:35:59 GMT
1.9.0
New Features in public Version 1.9.0 Many improvements to patrols: Patrols can consist of small fireteams, standard infantry patrols, or larger rifle squads, creating varied Encounters. They deploy from occupied bases, form up safely outside the perimeter, and only begin their mission once the entire group is ready. Patrols can now travel to objectives up to 5 km away, allowing them to reach remote parts of the map and create encounters far beyond the immediate frontline. Patrols travel across the map using varied routes, navigate around coastlines, water, roadblocks, and difficult terrain, and may pass through populated areas on their way to strategic targets. Soldiers remain together, wait for slower members, react to combat, and no longer abandon teammates who become separated or stuck. Patrols can detect movement problems, retry orders, find alternative paths, and recover from many situations that previously caused them to stop permanently. After reaching their destination, surviving patrols independently plan a return journey and withdraw toward their original base. Failed or trapped patrols are detected and removed cleanly instead of remaining in the world indefinitely. The result is a more believable occupation force, with patrols that carry out real missions and create unpredictable encounters far beyond enemy bases.
- Game Version
- 1.7.0.54
- Created
- Thu, 16 Jul 2026 11:17:51 GMT
- Last Modified
- Thu, 16 Jul 2026 11:17:55 GMT
1.8.1
FreedomFighters_Reoccupation has been updated! New Features in public Version 1.8.1 The next update introduces a dedicated, persistent settings menu for Freedom Fighters: Reoccupation. Settings can be changed during an ongoing campaign and remain saved after a server restart. The following options can now be configured: - Max. number of simultaneously planned counterattacks - Min. and max. counterattack strength multiplier - Earliest and latest regular counterattack timer - Earliest and latest delay for counterattacks that cannot start because another battle is already active - Enable or disable Recon before counterattacks - Max. number of simultaneously active patrols - Enable or disable artillery strikes and smoke screens - Enable or disable detailed debug logging This makes it much easier to adjust the frequency and intensity of Reoccupation activity to suit different servers and playstyles.
- Game Version
- 1.7.0.54
- Created
- Tue, 14 Jul 2026 19:03:48 GMT
- Last Modified
- Tue, 14 Jul 2026 19:03:52 GMT
1.8.0
FreedomFighters_Reoccupation has been updated! New Features in public Version 1.8.0 The next update introduces a dedicated, persistent settings menu for Freedom Fighters: Reoccupation. Settings can be changed during an ongoing campaign and remain saved after a server restart. The following options can now be configured: - Max. number of simultaneously planned counterattacks - Min. and max. counterattack strength multiplier - Earliest and latest regular counterattack timer - Earliest and latest delay for counterattacks that cannot start because another battle is already active - Enable or disable Recon before counterattacks - Max. number of simultaneously active patrols - Enable or disable artillery strikes and smoke screens - Enable or disable detailed debug logging This makes it much easier to adjust the frequency and intensity of Reoccupation activity to suit different servers and playstyles.
- Game Version
- 1.7.0.54
- Created
- Tue, 14 Jul 2026 19:00:41 GMT
- Last Modified
- Tue, 14 Jul 2026 19:00:43 GMT
1.7.0
Patrols can now target FIA-held locations up to 4 km away, with up to three patrols active at once. Patrol routes use more waypoints and improved water-aware pathfinding, allowing more varied off-road movement and limited detours around bays and larger bodies of water. Stuck patrols are handled more reliably. Active combat is correctly recognized and no longer triggers waypoint skipping or despawning. Counterattack timers have been reduced from 15 to 12. An additional artillery strike may occur 18–22 minutes before an attack, while the priority warning is now sent 10–12 minutes beforehand. The Reoccupation Manager now updates every 15 seconds, improving patrol movement, Recon handling and artillery timing. Recon units spawn 25–35 minutes before the attack and must reach their observation position and survive to provide bonuses.
- Game Version
- 1.7.0.54
- Created
- Mon, 13 Jul 2026 20:27:48 GMT
- Last Modified
- Mon, 13 Jul 2026 20:27:51 GMT