Two Fronts - ISRAELITE

by IlTorino

0.6.14

## What's new in 0.6.14

- Street lighting: about 1,750 lamps that were sunk in the ground are back on the surface, 650 new lamps light the border towns and communities, and each region now has its own lamp style.
- Kerbs and sidewalks along the streets of 24 towns and communities.
- Roads: about 1,000 trees, rocks and objects removed from carriageways, and over 500 road and track ends now join the road they face.
- The main air base is clear of stray farm tracks and orchards; open gaps in base fences are closed.
- Benches, bins, recycling points and playgrounds in the border towns and communities.
- Needs pack 0.6.13.
Game Version
1.9.0.37
Created
Wed, 11 Nov 2026 20:41:12 GMT
Last Modified
Wed, 11 Nov 2026 20:50:11 GMT

0.6.13

## What's new in 0.6.13

- Power network rebuilt for the new lights: stations, cabinets and lines are linked into districts, hospitals have their own generators, and tunnel lights are wired to their breakers.
- Needs pack 0.6.12.
Game Version
1.9.0.37
Created
Sun, 08 Nov 2026 16:48:35 GMT
Last Modified
Sun, 08 Nov 2026 17:08:31 GMT

0.6.12

Rooftops across the map: Israeli homes now carry their solar water heaters (rows on flat roofs, sloped on tile roofs), AC units, antennas, dishes and PV; more dishes, laundry lines, PV panels, rebar stubs and water tanks on Strip and northern roofs; pitched-roof heaters re-seated on the roof faces; oversized heaters replaced with correctly sized ones.
Game Version
1.9.0.37
Created
Fri, 06 Nov 2026 14:26:49 GMT
Last Modified
Fri, 06 Nov 2026 14:37:01 GMT

0.6.11

## What's new in 0.6.11

- Twelve buildings that stood on or across roads are gone: five farm sheds and seven houses.
- Needs pack 0.6.8.
Game Version
1.9.0.37
Created
Thu, 05 Nov 2026 19:18:57 GMT
Last Modified
Thu, 05 Nov 2026 19:30:34 GMT

0.6.10

## What's new in 0.6.10

- Two towns rebuilt as real cities: rows of apartment blocks facing the streets, shops in the centre, wide paving, street trees and paved streets.
- The empty land has filled in: about 25 new villages and hamlets, about 1,500 new houses, new link roads and about 200 km of farm tracks, with groves, windbreaks and sheds.
- A real sandy beach along much of the coast, where the land used to rise straight from the water.
- Fewer red-tile roofs in the northern villages, and plain grey street lamps in place of the old teal ones.
- AI navigation rebuilt and the 2D map redrawn for all of this.
- Needs pack 0.6.8.
Game Version
1.8.0.13
Created
Thu, 05 Nov 2026 15:09:35 GMT
Last Modified
Thu, 05 Nov 2026 15:20:07 GMT

0.6.9

## What's new in 0.6.9

- Two towns rebuilt as real cities: rows of apartment blocks facing the streets, shops in the centre, wide paving, street trees and paved streets.
- The empty land has filled in: about 25 new villages and hamlets, about 1,500 new houses, new link roads and about 200 km of farm tracks, with groves, windbreaks and sheds.
- A real sandy beach along much of the coast, where the land used to rise straight from the water.
- Fewer red-tile roofs in the northern villages, and plain grey street lamps in place of the old teal ones.
- AI navigation rebuilt and the 2D map redrawn for all of this.
- Needs pack 0.6.8.
Game Version
1.8.0.13
Created
Thu, 05 Nov 2026 14:03:09 GMT
Last Modified
Thu, 05 Nov 2026 14:19:15 GMT

0.6.8

## What's new in 0.6.8

- Two community bar gates now sit square across their road.
- The track through one border crossing now runs through the middle of its gate.
- Needs pack 0.6.7.
Game Version
1.8.0.13
Created
Wed, 04 Nov 2026 18:20:19 GMT
Last Modified
Wed, 04 Nov 2026 18:27:53 GMT

0.6.7

## What's new in 0.6.7

- All gates along the border fences are 1.5 times as wide, and blocks and props are moved clear of the track. Needs pack 0.6.6.
- Concrete walls beside the gates now meet cleanly instead of running through each other.
- Fence panels that floated over dips near a crossing terminal now follow the ground, with others along the same border fence corrected too.
Game Version
1.8.0.13
Created
Tue, 03 Nov 2026 13:33:24 GMT
Last Modified
Tue, 03 Nov 2026 13:39:05 GMT

0.6.6

Tunnels: every corridor now has ducts, cables and furnished rooms, with rounded linings on one front's networks in three looks. Nine new real entrances, some hidden: inside a shed, a one-room house, a greenhouse, behind yard walls, under two mosques and two ordinary houses. Entrances collapse under explosives and can be dug out again. Decorative shaft heads replaced by real entrances, turned into ruins, or removed.
Game Version
1.8.0.13
Created
Mon, 02 Nov 2026 19:00:43 GMT
Last Modified
Mon, 02 Nov 2026 19:07:46 GMT

0.6.5

0.6.5: closes open ground near some tunnel sections where players could fall through the map. Tunnel floors at those spots may again lift a player to the surface; a proper fix comes with the tunnel update.
Game Version
1.8.0.13
Created
Mon, 02 Nov 2026 11:30:29 GMT
Last Modified
Mon, 02 Nov 2026 11:37:27 GMT

0.6.4

- Tunnel entrances no longer push players up to the surface: the terrain now has holes under every shaft landing, the first stair steps and the first corridor section of the G1 network, where the tunnel floor runs just under the ground.
- Works with asset pack 0.6.3 (transformers that blow up and get repaired; roadside lamps follow their town's power).
Game Version
1.8.0.13
Created
Sun, 01 Nov 2026 19:48:49 GMT
Last Modified
Sun, 01 Nov 2026 19:55:53 GMT

0.6.3

MOB air base: the new camp (staging square, motor park, helipads, dining hall, caravans, range) and the forward-base kits; the in-game map shows the camp. Border crossing: bullets pass through the walkway cage, watchtower ladders climb down.
Game Version
1.8.0.13
Created
Sat, 31 Oct 2026 15:55:32 GMT
Last Modified
Sat, 31 Oct 2026 16:12:33 GMT

0.6.2

Speed bumps are removed from the main roads (with their warning signs). The remaining bumps at gates sit flush on the road.
Northern crossing: the caged walkway now meets the terminal door, and the terminal sits at its proper height.
Soldier navigation is updated for the terminal.
Game Version
1.8.0.13
Created
Fri, 30 Oct 2026 14:52:41 GMT
Last Modified
Fri, 30 Oct 2026 14:58:27 GMT

0.6.1

AI can now drive: a vehicle navigation mesh covers the whole map, and AI vehicles follow the road network.
The soldier navigation mesh is rebuilt for the latest map changes (new gates, walkways and rooftops).
Game Version
1.8.0.13
Created
Fri, 30 Oct 2026 12:03:12 GMT
Last Modified
Fri, 30 Oct 2026 12:10:37 GMT

0.6.0

0.6.0
- Safe rooms: shutters close properly, also after the house is destroyed and for players who join later.
- Room lights: every lit room has a bulb you can shoot out; lights fade in and out smoothly instead of flickering or popping.
- Night: window glow is softer and more natural.
- Street lights can be shot out (the glass breaks and the light goes dark).
- Border: the crossing walkway at the northern Strip crossing is open again; three closed border roads in the north now have gates that open.
- Rooftops: roof equipment (water tanks, solar heaters, dishes) is merged into one set per roof, about 40,000 fewer objects for smoother performance. Destroyed buildings take their roof sets down with them.
Game Version
1.8.0.13
Created
Thu, 29 Oct 2026 17:55:38 GMT
Last Modified
Thu, 29 Oct 2026 18:01:36 GMT

0.5.1

0.5.1: fixes, and the gates and crossing on the Strip front.
- Destroying certain buildings no longer kicks every player off the server (20 ruins).
- Roof and wall dressing (dishes, rebar stubs, cables, posters, awnings) now comes down with a collapsing building instead of floating in the air.
- The three military gates in the Strip front's fence are worked gate positions: a guard post behind HESCO and sandbags, firing positions, an observation tower and a remote pillbox, sand berms along the approach, knife-rests and hedgehogs ready beside the road, signs, generator, water and floodlights. One gate's post stood outside the fence; it is now inside.
- The fence gates open: a control box on the inner side swings both leaves. The boom barriers open as before.
- The pedestrian crossing terminal is a guarded compound: a vehicle checkpoint by the car park, a security fence, masts and lights, support buildings and an observation tower over the wall gap.
- Safe rooms: in the most common border-belt house, the steel window shutter closes and opens from a handle inside the room. More house types follow.
- Tunnel hatch lids no longer end up half open after quick repeated presses.
- AI navigation rebuilt.
Game Version
1.8.0.13
Created
Tue, 27 Oct 2026 15:17:11 GMT
Last Modified
Tue, 27 Oct 2026 15:22:07 GMT

0.5.0

0.5.0: everything new since 0.1.1.

Ground and plants
- New ground colours by region: pale loess and summer stubble in the south, red-brown soil in the north, grey grit in the camps, green lawns in the towns. The orange sand look is gone.
- Clearer air with less haze, and near ground that is less white in strong sun, in every weather.
- Ground plants by zone: stones and grit in the camps, garden plants and lawns around the houses in the border-belt and western Galilee towns, dry thistle, oat grass and grey shrubs on the hills, weedy verges along the roads. More variety: no single weed clump repeated across a field.
- No more plants on the wet beach, the sea floor or steep faces. The glowing white straw tufts are gone.
- Trees reworked: carob, citrus, eucalyptus, oak and pine. Pines have needle crowns, eucalyptus straight pale trunks. Far trees stay green instead of turning into black balls.
- About 1,800 yard and roadside trees and shrubs in 10 northern-front villages: olive, citrus, fan palms, cypress, prickly-pear hedges and scrub.
- Nearly 700 trees and plants taken off the beach sand and the sea bank.
- Grey limestone ledges and outcrops along the northern hills instead of scattered white stones, and rock in a road cut.

Farmland
- A new coastal farm belt on the Strip front: 191 greenhouses in 59 clusters, each reachable by car, with sheds, farmhouses, irrigation pools, citrus, date-palm and olive groves and prickly-pear hedges.
- Fields follow their parcels: stubble (some with straw rows), green crops and orchard floors.
- About 900 ha of bare ploughed ground now has stubble and dry tufts.
- Denser crop plants on the irrigated fields and thicker grass on the lawns.

Towns and buildings
- Sliding aluminium windows on all 61 building models in the Strip's towns and camps: no more black window holes from afar.
- Over 2,000 buildings that showed bare grey or tan base plaster now have plaster colours, with a palette for each region. Houses in the fenced communities have light plaster instead of grey-tan; plaster in the border-belt and western Galilee towns is lighter and cleaner.
- Building fronts in the Strip and the northern-front villages are less bright and a little weathered.
- About 1,300 solar water heaters on house roofs and apartment blocks in 15 border-belt and western Galilee towns.
- The central square of the Strip's largest city is now a public garden: a fountain plaza, palm-lined paths, benches, lamps and lawn.

Streets and lighting
- Street lights come on at night.
- Lamps by region: steel street lights with a curved arm at the kerb in the border-belt and western Galilee towns and at the bases; teal column lamps with the arm over the road in the Strip's towns and camps. Most lamps that stood alone in sand or against walls are gone.
- Teal column lamps at the kerb in the northern-front villages too, replacing the old park lamps.
- Pavements laid as continuous runs that follow the slope of the street: no step at every joint, no pieces sinking into the slope, far fewer stacked slabs.
- Power poles: four moved off the asphalt; about 465 poles at junctions changed to plain line poles, so the hanging wire loops are gone.
- Direction signs show their lettering correctly, and signs that pointed to a town on the other front now point to one on their own front. Metal sign backs, poles and lamp arms no longer glare white.
- Town-entry signs at two western Galilee towns.
- Fuel stations: weeds no longer grow through the forecourts.

Roads
- Western Galilee border towns: junctions rebuilt, road joins repaired, smoother slopes, and pavements that follow the curves.
- A new roundabout, with an island and red and white kerbs, at a main junction in the north.
- A broken road joined in a northern-front village, and a floating house foundation fixed there.
- All parked prop cars removed from the streets (about 1,370): they could trap tanks in narrow streets. Wrecks and site caravans stay.
- Boom gates that stood askew now sit square across the road.

Tunnels and systems
- Tunnels: no changes in this update.
- 55 working sliding gates where roads cross the community fences, closed by default: hold F to open or close. The fence now meets both gate posts. Through roads stay open; the fence ends at their shoulders.
- Guard shelters beside two community gates, clear of the road.
- The weather keeps the map's look and no longer drifts into a grey, overcast sky.
- AI navigation rebuilt for the new gates, fences, greenhouses and buildings.

Fixes
- Furniture inside buildings no longer looks black.
- Out-of-place items removed: post bins that did not belong to the region, props sunk into house floors, a floating cable branch, and a market stall standing in a junction.
- A garden wall moved off a road edge and away from a power pole; a gap in a pavement closed.

Known limits
- The Strip's cities are less dense than the real ones: open sand lots between buildings, and some blank walls facing the street.
- Lawns read as thick grass or weeds rather than mown turf; from the air some show brown ground under the grass.
- Some streets have no pavement, and pavement runs have gaps on steep banks and cuttings.
- Some poles at line ends still show wire loops.
- The greenhouses have plain crop beds inside.
- A few palms still stand at the water's edge beside the coast road.
- There are no parked cars in the streets and no traffic.
- AI has not been tested through the sliding gates.
- Some roads into the fenced communities cross the fence with no gate.
- The sliding gate's sound plays only at the start of its movement.
- AI cannot drive vehicles on this map.
- The hills along the map's northern and eastern edges are still steep and smooth.
- The frame rate can drop in the densest views of the Strip.
Game Version
1.8.0.13
Created
Mon, 26 Oct 2026 21:51:05 GMT
Last Modified
Mon, 26 Oct 2026 21:58:38 GMT

0.1.1

0.1.1: roads improved across the map (more gaps closed, a proper switchback on the steep hill road, a shoulder along the coast road, guard rails back at road level, realistic side roads restored); the river in the northern gorge with its banks; the community sign now comes from our own pack; the scenario renamed with its own picture and a new description; AI navigation and map data rebuilt.
Game Version
1.8.0.13
Created
Sun, 18 Oct 2026 17:25:04 GMT
Last Modified
Sun, 18 Oct 2026 17:31:23 GMT

0.1.0

Game Version
1.8.0.13
Created
Sat, 17 Oct 2026 21:05:41 GMT
Last Modified
Sat, 17 Oct 2026 21:16:59 GMT

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