DCO AI Reforger Dev

by Richz

1.0.1

DCO AI Dev - changelog

Commander
- Staging: groups gathering for a synchronized assault now take separate slots (50 m apart) instead of stacking on one point.
- Support by fire: small groups (6 or fewer) without a machine gun are no longer picked as the support-by-fire element.
- Lost contact sweep: the search circle is split into slices, one per group, instead of every group searching the same spot.
- Hunt: uses 1 to 3 groups depending on how large the search area has grown, never more than half of the idle groups. A hunt lasts 450 s and is extended by new sightings (up to 900 s).
- Setup check: Game Masters get a warning when the mission world has no navmesh (cause of "squad leader will not move").

Squad
- Reaction to contact: the ambush drill now also runs for squads moving on Game Master or mission waypoints without a commander.
- Attack and support-by-fire squads hit from outside their objective axis now run the drill (smoke, spread to cover, then flank or fight). They never withdraw from it.
- A squad at 60% strength or more resumes its task when the enemy has been silent for 30 s, instead of breaking contact.
- Flanking: the flank side is the one hidden from the enemy. Flank angle is wider (60-90 degrees) and the suppressing element keeps firing for the flanker's travel time.
- Flankers finish their manoeuvre instead of stopping to fight every target on the way.
- New fireteam flank: when contact stalls for 45 s, one fireteam suppresses while the other flanks (squads of 6 or more with two fireteams).
- Squads holding fire now return fire when suppressed.
- Ordered moves (flank, flush, wire exit, AT hunt) are no longer silently dropped by movement gates.

Individual
- Safe push: when it is safe to advance, soldiers sprint between positions and stop crouched to fire, instead of jogging the whole way.
- Suppression: no more firing at a last known position when a wall blocks most of the line of fire.
- Grenades: close throws need a clear arc with margin, so grenades no longer bounce off a nearby wall onto the thrower's team.
- Cover: soldiers who are hit or get two near misses always move to cover.
- Barbed wire: AI avoid it, back out when caught, and can breach it with a frag grenade.
- Grenadiers now use the underbarrel launcher. MG and AR gunners stay put for unseen contacts. AT soldiers keep their last rocket for armor when armor is known.
- Vehicles back off when they are inside a known AT threat's range without a fire position.

Medic
- A casualty is reassigned at once when the medic on the way is hit, instead of waiting 90 s.
- Medics are no longer sent to a casualty who was shot in the last 20 s without smoke or a delay.
- Medics from other squads can help while their squad is in contact, unless it is suppressed.

Map and settings
- Objective circles: new options for line thickness and fill opacity (Settings > DCO > Map).
- Objective names are shown on the map.
Game Version
1.9.0.37
Created
Wed, 11 Nov 2026 06:04:53 GMT
Last Modified
Wed, 11 Nov 2026 06:05:19 GMT

1.0.0

Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 05:05:04 GMT
Last Modified
Tue, 10 Nov 2026 05:05:24 GMT

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