FF Mortar

by The Boi With No DLC

2.4.0

2.4.0 - Public beta: a bridge for the upcoming FF War Economy add-on (crew slots per War Economy tier, never removing running crews; a prep barrage for its assaults); nothing changes without it. Please send bugs and ideas: https://github.com/FatihHekim0glu/FF-Series-Feedback
2.3.3 - Public beta: FF Mortar is now Public on the Workshop. Build menu texts describe the one-man crew and the Artillery Panel. Please send bugs and ideas: https://github.com/FatihHekim0glu/FF-Series-Feedback
2.3.2 - Crew caps: up to 10 crewed mortars per base and 30 per server, both configurable; a mortar over a cap gets its crew when a place frees up, and the Artillery Panel shows why it waits.
2.3.1 - Artillery Panel: wider Cancel buttons in the fire queue. New Workshop screenshots and preview.
2.3.0 - No cooldowns: a free mortar takes your order, busy ones queue it (first come, first served; cancel your own on the panel). Battery fire lands within about 5 m of the target. Base supplies above the reserve buy the rounds the crates lack.
2.2.4 - Preview image wording corrected. The mod is unchanged.
2.2.3 - New Workshop page: description, screenshots, tags. The mod is unchanged.
2.2.2 - Workshop page text. The mod is unchanged.
2.2.1 - Save fix: after a crash, crates and base supplies roll back together.
2.2.0 - Fire missions no longer fail because the crew cannot fire: far from players the server fires the rounds itself. About 3x tighter HE and smoke. One-man crews that stay at the gun. The caller always gets the result.
2.1.1 - Loads together with FF Supply Lines and MCW Arsenal on large mod lists.
2.1.0 - Artillery Panel (Overview, Resupply, Fire mission, Log), toasts, and a min supply reserve so mortars cannot drain a base.
2.0.0 - ETA that counts the crew turning the mortar; line-of-fire check at build and before firing.
Before 2.0 - Every FF mortar gets a supply crate with HE, smoke and flare rounds, refilled from the nearest friendly base; crewed mortars whose AI crew fires real shells from the crate; the Artillery Hub; radio and map fire-mission call-in; battery fire from every crewed mortar in range.
Game Version
1.8.0.13
Created
Mon, 12 Oct 2026 04:52:04 GMT
Last Modified
Mon, 12 Oct 2026 04:52:11 GMT

2.3.3

2.3.3 - Public beta: FF Mortar is now Public on the Workshop. Build menu texts describe the one-man crew and the Artillery Panel. Please send bugs and ideas: https://github.com/FatihHekim0glu/FF-Series-Feedback
2.3.2 - Crew caps: up to 10 crewed mortars per base and 30 per server, both configurable; a mortar over a cap gets its crew when a place frees up, and the Artillery Panel shows why it waits.
2.3.1 - Artillery Panel: wider Cancel buttons in the fire queue. New Workshop screenshots and preview.
2.3.0 - No cooldowns: a free mortar takes your order, busy ones queue it (first come, first served; cancel your own on the panel). Battery fire lands within about 5 m of the target. Base supplies above the reserve buy the rounds the crates lack.
2.2.4 - Preview image wording corrected. The mod is unchanged.
2.2.3 - New Workshop page: description, screenshots, tags. The mod is unchanged.
2.2.2 - Workshop page text. The mod is unchanged.
2.2.1 - Save fix: after a crash, crates and base supplies roll back together.
2.2.0 - Fire missions no longer fail because the crew cannot fire: far from players the server fires the rounds itself. About 3x tighter HE and smoke. One-man crews that stay at the gun. The caller always gets the result.
2.1.1 - Loads together with FF Supply Lines and MCW Arsenal on large mod lists.
2.1.0 - Artillery Panel (Overview, Resupply, Fire mission, Log), toasts, and a min supply reserve so mortars cannot drain a base.
2.0.0 - ETA that counts the crew turning the mortar; line-of-fire check at build and before firing.
Before 2.0 - Every FF mortar gets a supply crate with HE, smoke and flare rounds, refilled from the nearest friendly base; crewed mortars whose AI crew fires real shells from the crate; the Artillery Hub; radio and map fire-mission call-in; battery fire from every crewed mortar in range.
Game Version
1.8.0.13
Created
Mon, 12 Oct 2026 02:38:42 GMT
Last Modified
Mon, 12 Oct 2026 02:38:47 GMT

2.3.2

2.3.2 - Crew caps: up to 10 crewed mortars per base and 30 per server, both configurable; a mortar over a cap gets its crew when a place frees up, and the Artillery Panel shows why it waits.
2.3.1 - Artillery Panel: wider Cancel buttons in the fire queue. New Workshop screenshots and preview.
2.3.0 - No cooldowns: a free mortar takes your order, busy ones queue it (first come, first served; cancel your own on the panel). Battery fire lands within about 5 m of the target. Base supplies above the reserve buy the rounds the crates lack.
2.2.4 - Preview image wording corrected. The mod is unchanged.
2.2.3 - New Workshop page: description, screenshots, tags. The mod is unchanged.
2.2.2 - Workshop page text. The mod is unchanged.
2.2.1 - Save fix: after a crash, crates and base supplies roll back together.
2.2.0 - Fire missions no longer fail because the crew cannot fire: far from players the server fires the rounds itself. About 3x tighter HE and smoke. One-man crews that stay at the gun. The caller always gets the result.
2.1.1 - Loads together with FF Supply Lines and MCW Arsenal on large mod lists.
2.1.0 - Artillery Panel (Overview, Resupply, Fire mission, Log), toasts, and a min supply reserve so mortars cannot drain a base.
2.0.0 - ETA that counts the crew turning the mortar; line-of-fire check at build and before firing.
1.12 - Battery fire: every crewed mortar in range answers one call.
1.11 - Radio and map fire-mission call-in (J menu, right-click the map).
1.10 - Artillery Hub; HE, smoke and flare crates.
1.9 - Crewed mortar with an AI crew that fires real shells from its crate.
1.0 - Every FF mortar gets a supply crate, refilled from the nearest friendly base.
Game Version
1.8.0.13
Created
Sun, 11 Oct 2026 23:21:19 GMT
Last Modified
Sun, 11 Oct 2026 23:21:32 GMT

2.3.1

2.3.1 - Artillery Panel: wider Cancel buttons in the fire queue. New Workshop screenshots and preview.
2.3.0 - No cooldowns: a free mortar takes your order, busy ones queue it (first come, first served; cancel your own on the panel). Battery fire lands within about 5 m of the target. Base supplies above the reserve buy the rounds the crates lack.
2.2.4 - Preview image wording corrected. The mod is unchanged.
2.2.3 - New Workshop page: description, screenshots, tags. The mod is unchanged.
2.2.2 - Workshop page text. The mod is unchanged.
2.2.1 - Save fix: after a crash, crates and base supplies roll back together.
2.2.0 - Fire missions no longer fail because the crew cannot fire: far from players the server fires the rounds itself. About 3x tighter HE and smoke. One-man crews that stay at the gun. The caller always gets the result.
2.1.1 - Loads together with FF Supply Lines and MCW Arsenal on large mod lists.
2.1.0 - Artillery Panel (Overview, Resupply, Fire mission, Log), toasts, and a min supply reserve so mortars cannot drain a base.
2.0.0 - ETA that counts the crew turning the mortar; line-of-fire check at build and before firing.
1.12 - Battery fire: every crewed mortar in range answers one call.
1.11 - Radio and map fire-mission call-in (J menu, right-click the map).
1.10 - Artillery Hub; HE, smoke and flare crates.
1.9 - Crewed mortar with an AI crew that fires real shells from its crate.
1.0 - Every FF mortar gets a supply crate, refilled from the nearest friendly base.
Game Version
1.8.0.13
Created
Sat, 10 Oct 2026 22:57:43 GMT
Last Modified
Sat, 10 Oct 2026 22:57:50 GMT

2.3.0

2.3.0 - No cooldowns: a free mortar takes your order, busy ones queue it (first come, first served; cancel your own on the panel). Battery fire lands within about 5 m of the target. Base supplies above the reserve buy the rounds the crates lack.
2.2.4 - Preview image wording corrected. The mod is unchanged.
2.2.3 - New Workshop page: description, screenshots, tags. The mod is unchanged.
2.2.2 - Workshop page text. The mod is unchanged.
2.2.1 - Save fix: after a crash, crates and base supplies roll back together.
2.2.0 - Fire missions no longer fail because the crew cannot fire: far from players the server fires the rounds itself. About 3x tighter HE and smoke. One-man crews that stay at the gun. The caller always gets the result.
2.1.1 - Loads together with FF Supply Lines and MCW Arsenal on large mod lists.
2.1.0 - Artillery Panel (Overview, Resupply, Fire mission, Log), toasts, and a min supply reserve so mortars cannot drain a base.
2.0.0 - ETA that counts the crew turning the mortar; line-of-fire check at build and before firing.
1.12 - Battery fire: every crewed mortar in range answers one call.
1.11 - Radio and map fire-mission call-in (J menu, right-click the map).
1.10 - Artillery Hub; HE, smoke and flare crates.
1.9 - Crewed mortar with an AI crew that fires real shells from its crate.
1.0 - Every FF mortar gets a supply crate, refilled from the nearest friendly base.
Game Version
1.8.0.13
Created
Sat, 10 Oct 2026 20:55:01 GMT
Last Modified
Sat, 10 Oct 2026 20:55:11 GMT

2.2.4

2.2.4 - Preview image wording corrected. The mod is unchanged.
2.2.3 - New Workshop page: description, screenshots, tags. The mod is unchanged.
2.2.2 - Workshop page text. The mod is unchanged.
2.2.1 - Save fix: after a crash, crates and base supplies roll back together.
2.2.0 - Fire missions no longer fail because the crew cannot fire: far from players the server fires the rounds itself. About 3x tighter HE and smoke. One-man crews that stay at the gun. The caller always gets the result.
2.1.1 - Loads together with FF Supply Lines and MCW Arsenal on large mod lists.
2.1.0 - Artillery Panel (Overview, Resupply, Fire mission, Log), toasts, and a min supply reserve so mortars cannot drain a base.
2.0.0 - ETA that counts the crew turning the mortar; line-of-fire check at build and before firing.
1.12 - Battery fire: every crewed mortar in range answers one call.
1.11 - Radio and map fire-mission call-in (J menu, right-click the map).
1.10 - Artillery Hub; HE, smoke and flare crates.
1.9 - Crewed mortar with an AI crew that fires real shells from its crate.
1.0 - Every FF mortar gets a supply crate, refilled from the nearest friendly base.
Game Version
1.8.0.13
Created
Sat, 10 Oct 2026 18:56:51 GMT
Last Modified
Sat, 10 Oct 2026 18:56:57 GMT

2.2.3

2.2.3 - New Workshop page: description, screenshots, tags. The mod is unchanged.
2.2.2 - Workshop page text. The mod is unchanged.
2.2.1 - Save fix: after a crash, crates and base supplies roll back together.
2.2.0 - Fire missions no longer fail because the crew cannot fire: far from players the server fires the rounds itself. About 3x tighter HE and smoke. One-man crews that stay at the gun. The caller always gets the result.
2.1.1 - Loads together with FF Supply Lines and MCW Arsenal on large mod lists.
2.1.0 - Artillery Panel (Overview, Resupply, Fire mission, Log), toasts, and a min supply reserve so mortars cannot drain a base.
2.0.0 - ETA that counts the crew turning the mortar; line-of-fire check at build and before firing.
1.12 - Battery fire: every crewed mortar in range answers one call.
1.11 - Radio and map fire-mission call-in (J menu, right-click the map).
1.10 - Artillery Hub; HE, smoke and flare crates.
1.9 - Crewed mortar with an AI crew that fires real shells from its crate.
1.0 - Every FF mortar gets a supply crate, refilled from the nearest friendly base.
Game Version
1.8.0.13
Created
Sat, 10 Oct 2026 18:48:42 GMT
Last Modified
Sat, 10 Oct 2026 18:48:57 GMT

2.2.2

2.2.2: Workshop page update: new description and preview image. The mod is the same as 2.2.1.
2.2.1 (save fix): after a server crash or a killed server, crates could keep rounds that their base had not paid for. Both FF Mortar records are now saved with FF's own save, so a crash rolls crates and bases back to the same point. A clean server stop saves everything, as before.
Game Version
1.8.0.13
Created
Sat, 10 Oct 2026 16:09:32 GMT
Last Modified
Sat, 10 Oct 2026 16:09:37 GMT

2.2.1

2.2.1: save fix.
- Fixed: after a server crash or a killed server, crates could keep rounds that their base had not paid for. Both FF Mortar records are now saved with FF's own save (the autosave and the shutdown save), so a crash rolls crates and bases back to the same point. A clean server stop saves everything, as before.
- No gameplay change. Saves from 1.x and 2.x load.
Game Version
1.8.0.13
Created
Sat, 10 Oct 2026 15:46:56 GMT
Last Modified
Sat, 10 Oct 2026 15:47:03 GMT

2.2.0

2.2.0 - crews that always fire, 3x accuracy, one-man crews
- New: virtual fire. When no player is near the mortar (FF's AI stream-out distance), the crew is asleep or missing, or the crew fails, the server fires the rounds itself: one crate shell per round, same ETA, Shot, Splash and toasts. No more "the crew did not fire in time".
- New: 3x accuracy. Crew and virtual rounds land with a third of the crew's natural spread (CEP 6.9/12.5/14.8 m at 300/600/900 m before, about 2.8/3.5/4.2 m now). settings.json accuracyMultiplier (3.0; 1 = vanilla).
- Changed: one crewman per mortar; he stays at his gun between missions (no more wandering).
- Fixed: supply takes are judged by the real stock (FF's own answer could be wrong, so refills were refused although the supplies were there).
- Fixed: the caller always gets his mission's result, also after a reconnect.
- New settings.json keys: virtualFire, virtualFireDistance, accuracyMultiplier.
Game Version
1.8.0.13
Created
Sat, 10 Oct 2026 02:59:09 GMT
Last Modified
Sat, 10 Oct 2026 02:59:14 GMT

2.1.1

2.1.1 - loads together with FF Supply Lines and MCW Arsenal
- Fixed: a server with the FF+ mods + FF Mortar + MCW Arsenal - Freedom Fighters + FF Supply Lines (+ FF_Vehicles) failed to compile ("Too many instructions per function" on unrelated vanilla and FF lines, then "Can't compile Game script module"). All mods share one hidden script init function with a hard size cap, and the stack was a few instructions over it. FF Mortar now adds nothing to that function: the panel's name tables are built on first use. No gameplay change.
Game Version
1.8.0.13
Created
Fri, 09 Oct 2026 19:53:40 GMT
Last Modified
Fri, 09 Oct 2026 19:53:45 GMT

2.1.0

2.1.0 - Artillery Panel
- The Artillery Hub's radio has one action, "Open Artillery Panel": Overview (mortars, crate stock, crews), Resupply (sliders for the HE/smoke/flare mix, min supply reserve, auto-refill, cost), Fire mission (Single/Battery, HE/smoke/flare, x1/3/5, Pick target on map, recent missions with ETA) and Log (last 20 events, saved).
- Toasts instead of FF hints: your call-in replies, and for your side: fire missions, splash warnings, crew lost/replaced, refill paused. Each kind can be switched off in settings.json.
- Bases are no longer drained to 0: one "keeps N" reserve with a floor (hubReserveMin, default 50) for refills and crew replacements. Hubs saved with reserve 0 load with 50.
- FF Mortar's records are written a few seconds after each change (no loss on an unclean stop).
- maxStoredRounds other than 8 now works with Hubs.
- Radio J-menu and map call-in unchanged.
Game Version
1.8.0.13
Created
Fri, 09 Oct 2026 02:43:07 GMT
Last Modified
Fri, 09 Oct 2026 02:43:11 GMT

2.0.0

2.0.0: v2 complete. Turn-aware ETA; line-of-fire check (warning at build, blocked mortars skipped); Shot and Splash messages; cooldown shown in the J menu and refusals; Request a Strike radio sounds (Fury.3, APL); vanilla Artillery Fire Mission orders hidden; consistent messages; review fixes. Full notes in the description.
Game Version
1.8.0.13
Created
Thu, 08 Oct 2026 16:42:06 GMT
Last Modified
Thu, 08 Oct 2026 16:42:11 GMT

1.12.1

1.12.1 beta (test server): no danger-close refusal any more. Every target you click is fired on, Single and Battery, with friendlies or civilians nearby or not. Server admins can turn it back on without a new build in $profile:FFM_Mortar/settings.json: "dangerClose": 75 (radius in m, 0 = off) and "civilians": true/false. Out of range, no Hub, no crew, no rounds, busy and the cooldowns are unchanged.
Game Version
1.8.0.13
Created
Thu, 08 Oct 2026 13:33:15 GMT
Last Modified
Thu, 08 Oct 2026 13:33:18 GMT

1.12.0

1.12.0 beta (test server): battery fire. The map's right-click menu has "Battery fire" > HE / Smoke / Flare > x1 / x3 / x5 each, next to the unchanged "Fire mission" (single, nearest mortar). Every eligible crewed mortar (Hub base, crew alive, rounds of the type, not busy, in range) fires the ordered count from its own crate; a crate with fewer fires what it has. One mortar aims at the target, the others on a ring that grows 20 m per extra mortar (max 100 m). Danger close is checked 75 m from the ring's outer edge. Your cooldown applies once per call, each mortar gets its own. Messages: "Battery: N mortars, X rounds total, area ~R m, first rounds in ~T s" and one summary at the end. With only one eligible mortar it works like a single call.
Game Version
1.8.0.13
Created
Thu, 08 Oct 2026 13:08:37 GMT
Last Modified
Thu, 08 Oct 2026 13:08:40 GMT

1.11.0

1.11.0 beta (test server): radio and map fire-mission call-in. With a switched-on military radio, FF's J menu has "Mortar fire mission": it opens the map, right-click the target, then Fire mission > HE / Smoke / Flare > x1 / x3 / x5. The nearest crewed mortar at a Hub base that can reach the target and has the rounds fires; partial orders fire what is there. The server checks everything: danger close 75 m (friendlies and civilians), range, Hub, crew, busy, cooldowns 15 s per player and 10 s per mortar. Every outcome gets a message. Fixed: after a loadout change a crate full of HE no longer buys more rounds over the 8-round cap. Beta crate fire actions are off by default. Credits for the call-in flow and the crew rule are in the description.
Game Version
1.8.0.13
Created
Thu, 08 Oct 2026 11:54:01 GMT
Last Modified
Thu, 08 Oct 2026 11:54:04 GMT

1.10.0

1.10.0 beta (test server): Artillery Hub. New build entry (300 supplies, one per base/FOB). "Mortar (crewed)" now needs a Hub at its base. The Hub's radio sets auto-refill on/off, the supply reserve and the crate loadout of HE, smoke and flare rounds (max 8). Crates hold HE, smoke and illumination 82 mm rounds (15/5/3 supplies) with one take action per type. Bases without a Hub keep the old defaults (auto-refill on, reserve 100, 8 HE). Old saves load as all HE.
Game Version
1.8.0.13
Created
Thu, 08 Oct 2026 01:37:54 GMT
Last Modified
Thu, 08 Oct 2026 01:37:56 GMT

1.9.0

1.9.0 beta (test server): new FF build entry "Mortar (crewed)" (300 supplies + 520 money) with a 2-man AI crew that fires the real mortar with real HE shells taken only from its crate; the refill buys fired rounds back. A dead crewman is replaced after 180 s for 3x FF's respawn supply cost. Beta only: crate actions "Beta fire mission: 3 HE, 300/600/1000 m ahead of you" (no danger-close check yet). The radio and map call-in comes in 2.0.0. Normal "Mortar" unchanged.
Game Version
1.8.0.13
Created
Wed, 07 Oct 2026 23:10:19 GMT
Last Modified
Wed, 07 Oct 2026 23:10:22 GMT

1.0.2

1.0.2: every FF mortar now gets a real supply crate at FF's own ammo box spot inside the sandbags. Refills put real 82 mm HE shells into it (max 8, paid from the nearest friendly base). Open it like any box or use "Take mortar round". The stock saved by 1.0.1 moves into the crate once. Fixes the take action floating in the air (FF disables its mortar ammo box).
Game Version
1.8.0.13
Created
Wed, 07 Oct 2026 18:37:09 GMT
Last Modified
Wed, 07 Oct 2026 18:37:13 GMT

1.0.1

1.0.1: optional server-side $profile:FFM_Mortar/settings.json. {"debug": true} turns on detailed refill and take logs; optional overrides for cost per round, max rounds, base radius, supply reserve and refill interval. The effective config is logged at every server start. No gameplay or default changes.
Game Version
1.8.0.13
Created
Wed, 07 Oct 2026 16:47:17 GMT
Last Modified
Wed, 07 Oct 2026 16:47:22 GMT

1.0.0

Game Version
1.8.0.13
Created
Wed, 07 Oct 2026 15:51:09 GMT
Last Modified
Wed, 07 Oct 2026 15:51:11 GMT

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