LanMecca Red Line Dev
by DeadMan454
1.17.3
The Thin Red Line - whole-island war (LanMecca test build). 1.17.3: a smaller war, as a test. Squads now take the field with six men instead of eight, so the armies are about 300 a side again, as in the war's first days, to find out whether the server's occasional crashes come from the size of the war. (1.17.1 and 1.17.2, two attempts at cleaning up behind the lines, were withdrawn.) 1.17.0: ready for the public. The last few seats are kept for the server's regulars, the rest are open to everyone. When the server gets busy enough to slow down, replacement squads come back a man or two smaller until it recovers, so the war doesn't bog down. 1.16.0: Cold War weapons from ARMA-RY (the game downloads them when you join, about 550 MB). The US arsenal now has M3A1 grease guns, Uzis, early M16A1s and XM177s, M14s, G3s (with the SG1, PSG1 and MC51), M1911A1 pistols, the M79 grenade launcher and a single-shot 12-gauge shotgun with birdshot, buckshot, slug and tracer shells, plus period scopes and attachments. Every class can save any of them with its class gear, and now a launcher too (a LAW or the M79 next to your rifle). Ammo bags hand out shotgun shells and M79 rounds. 1.15.0: air support, and steadier helicopters. Scouts can call a gunship strike: on the map, right-click a spot you can see within 1 km and choose Call gunship strike here, and a Little Bird comes in from our side for a rocket run about a minute later (one every ten minutes per Scout, never danger close to friendlies). Every soldier can have a jeep flown in: right-click a spot within 300 m of you and choose Request a jeep here; a helicopter hovers over open, level ground there, lets an M151 down and flies home (one every ten minutes each; when a fourth delivered jeep arrives, the oldest one nobody is using goes). The war's helicopters are now flown by physics instead of being placed every frame, which in private tests with a watching game client ended the client crash a few seconds after a takeoff; they also land gently (a short hover over the spot, then straight down) and slow down to climb over hills. Smarter attacks: when several squads are sent at the same enemy flag, one in three goes straight in to pin the defenders and the rest swing wide and come in from the flanks, left and right. 1.14.0: Battlefield 2 style bags and fire support. Medics carry two medical bags and Machinegunners two ammo bags (another one every 30 seconds, up to two). Select one like a grenade and throw it: where it lands it becomes a bag that for two minutes heals every US soldier within 5 m (stops bleeding, restores blood, mends wounds) or resupplies them (magazines for any gun that is short, and a LAW for an Anti-Tank soldier without one). Scouts are forward observers: find a spot you can see within 1 km, then on the map right-click it and choose Call mortar fire here (six rounds from our dug-in mortar, a flare first at night) or Call artillery here (a battery sets up out of sight and fires ten rounds about two minutes later). Neither fires danger close to friendlies. 1.13.0: open arsenal: every class can take any US weapon, launcher or attachment and save it with its class gear; your class still decides your job (only Medics carry the medic kit, only Engineers the repair wrench). A compass bar at the top of the screen shows your heading, and a gold diamond marks the nearest flag to take, with its distance. Soldiers on both sides are sharper: veteran skill and 20% better at spotting you (night still hides you). 1.11.0-1.12.2 (Codex): six US classes on the deploy screen (Assault, Scout, Machinegunner, Medic, Engineer, Anti-Tank), gear saved per class at the arsenal, Machinegunner and Medic supply boxes, Scout position reports and Engineer building with engineer-truck cargo. Automated US gunship runs use armed Hueys. 1.10.0: machine-gun nests at the front. Each side digs a sandbagged MG nest (a PKM for the Soviets, an M60 for us) at every front-line flag it has held for three minutes, facing the enemy, with a gunner on it and a man beside him. Kill the crew and the gun is yours to use; the owner sends a new crew ten minutes later if it still holds the flag. Take the flag and the old nest is cleared a while later; you dig your own. 1.9.2: the radio warns you when a T-72 is spotted outside your town and when it rolls in. When the Soviets lose a town, their mortars answer with a counter-barrage on it within a few minutes. Tanks that stop to fight are no longer shoved about as if they were stuck. 1.9.1: mortar pits learn their reach: a mission that can't fire at a target that far is pulled in and retried at a nearer one. Each mission logs the rounds fired. 1.9.0: mortar pits. The Soviets dig two mortar pits behind their front, the US one: a 2B14 or an M252 in sandbags, a shell crate and a two-man crew. Every few minutes a pit shells enemy squads near the front (at night it puts up an illumination round first). When a Soviet pit opens up, the radio tells you roughly where the fire comes from; find it, kill the crew and it goes quiet (the radio confirms it), and the Soviets need twenty minutes to dig in somewhere else. Our own pit never fires within 200 m of a player. Tanks that get stuck where no player can see them are lifted clear and carry on. 1.8.1: tank crews stay in their tanks when the tank gets stuck (they back off and try again instead of bailing out), and wrecks and abandoned tanks nobody took are cleared after 20 minutes when no player is near. 1.8.0: armour and new helicopters (needs the WCS_T-72, WCS_M1A1, WCS_Mi-24V, MH-6J and UH-60 Workshop mods, which the server downloads for you). Soviet T-72Bs counterattack front-line towns, a town with players in it first, escorted by rifle squads: they shell it from a firing position short of the town, then roll in, and once the town falls they roll on to the next. US M1A1s do the same for our side. Tanks are rare: at most three T-72s and two M1A1s at a time, and a lost tank takes 15-20 minutes to replace. US gunship runs are now flown by AH-6 Little Birds, Soviet ones by Mi-24 Hinds. The Airport motor pool adds an MH-6 and an AH-6 Little Bird and a UH-60 Black Hawk. 1.7.2: soldiers knocked out beyond saving no longer lie there for good: without a medic they die (a player within 150 m can still patch them up), so worn squads rotate out and come back at eight. The Mi-8 gunship fires its rockets in smaller volleys across both runs and heads home when its pods are empty. The commanders now order the squads that are free instead of re-sending ones already on the move. 1.7.1: bigger armies. Every squad is now eight men, so the war grows toward 400 soldiers a side (800 in all) as squads are replaced. Keeps 1.7.0's minimap and map flags. 1.7.0: Battlefield-inspired circular Everon minimap with terrain, friendly and squad markers, objective flags, and a clearer combat feed. The full map now shows named town flags coloured by current ownership (blue US, red Soviet, grey neutral), alongside friendly units. 1.6.0: build your own defenses. Hold the action at the engineers' table by the Airport flag, or at the back of the engineer truck anywhere on the island, to open the building mode: sandbags, walls, wire, bunkers, towers, MG nests, AA guns and mortar pits. Place an outline, then dig it in with your E-tool (more hands dig faster). The Airport's vehicle depot and helipad now hand out vehicles, and building, requests and arsenals cost no supplies. 1.5.0: helicopters in the war. Hueys fly in from the sea, land at the Airport helipad and leave again; US UH-1H gunships take off from the Airport and make rocket runs on Soviet squads at the front; Soviet Mi-8 gunships hit US squads. A garrison holds the Airport while players are near: gunners on the machine-gun nests, the AA gun and the M60, sentries at the guard towers, and a patrol. 1.4.0: the Airport is a working airbase. Fourteen vehicles wait in the motor pool (three Hueys including a rocket gunship, armed jeeps and Humvees, an ambulance, transport, engineer and repair trucks, and a LAV-25); take one and another stands in its place a minute later. Around the flag: an ammo point with arsenals, a fuel point, guard towers, machine-gun nests, an AA gun, a mortar pit, a bunker, floodlights, wire and tank traps. New loading screen artwork. 1.3.0: a Battlefield 2 style deploy screen. On joining and after each death, pick the Airport (always open, with its motor pool) or any open front-line flag on the map. Anyone who hasn't deployed after 90 seconds is sent to the open flag nearest where they fell. Stuck AI squads are freed sooner. - 17 flags across Everon, from the Airport (US) to Saint Pierre (Soviets); Battlefield 2 style captures with the Ten Thousand Day War's rules. - Commander orders are read out on the radio; captured flags pay out a light vehicle. - Long AI moves go in legs, stuck squads are rerouted, and worn-out squads reform so both armies stay near 300.
- Game Version
- 1.8.0.13
- Created
- Tue, 29 Sep 2026 12:17:36 GMT
- Last Modified
- Tue, 29 Sep 2026 12:17:42 GMT
1.17.2
The Thin Red Line - whole-island war (LanMecca test build). 1.17.2: a likely fix for the server's crashes. Most crashes came a few seconds after a mortar pit finished a fire mission and its orders were thrown away while the crew was still working on them; mortar and tank crews now keep their old orders around for three minutes before they're cleared. Includes 1.17.1. 1.17.1: a gentler clean-up behind the lines, aimed at the server's occasional crashes. When a worn-out squad pulls back to reform, its last men now leave the war a minute and a half later instead of vanishing on the spot, and the fallen and old waypoints are cleared a few at a time a little later instead of all at once. Nothing changes in play. 1.17.0: ready for the public. The last few seats are kept for the server's regulars, the rest are open to everyone. When the server gets busy enough to slow down, replacement squads come back a man or two smaller until it recovers, so the war doesn't bog down. 1.16.0: Cold War weapons from ARMA-RY (the game downloads them when you join, about 550 MB). The US arsenal now has M3A1 grease guns, Uzis, early M16A1s and XM177s, M14s, G3s (with the SG1, PSG1 and MC51), M1911A1 pistols, the M79 grenade launcher and a single-shot 12-gauge shotgun with birdshot, buckshot, slug and tracer shells, plus period scopes and attachments. Every class can save any of them with its class gear, and now a launcher too (a LAW or the M79 next to your rifle). Ammo bags hand out shotgun shells and M79 rounds. 1.15.0: air support, and steadier helicopters. Scouts can call a gunship strike: on the map, right-click a spot you can see within 1 km and choose Call gunship strike here, and a Little Bird comes in from our side for a rocket run about a minute later (one every ten minutes per Scout, never danger close to friendlies). Every soldier can have a jeep flown in: right-click a spot within 300 m of you and choose Request a jeep here; a helicopter hovers over open, level ground there, lets an M151 down and flies home (one every ten minutes each; when a fourth delivered jeep arrives, the oldest one nobody is using goes). The war's helicopters are now flown by physics instead of being placed every frame, which in private tests with a watching game client ended the client crash a few seconds after a takeoff; they also land gently (a short hover over the spot, then straight down) and slow down to climb over hills. Smarter attacks: when several squads are sent at the same enemy flag, one in three goes straight in to pin the defenders and the rest swing wide and come in from the flanks, left and right. 1.14.0: Battlefield 2 style bags and fire support. Medics carry two medical bags and Machinegunners two ammo bags (another one every 30 seconds, up to two). Select one like a grenade and throw it: where it lands it becomes a bag that for two minutes heals every US soldier within 5 m (stops bleeding, restores blood, mends wounds) or resupplies them (magazines for any gun that is short, and a LAW for an Anti-Tank soldier without one). Scouts are forward observers: find a spot you can see within 1 km, then on the map right-click it and choose Call mortar fire here (six rounds from our dug-in mortar, a flare first at night) or Call artillery here (a battery sets up out of sight and fires ten rounds about two minutes later). Neither fires danger close to friendlies. 1.13.0: open arsenal: every class can take any US weapon, launcher or attachment and save it with its class gear; your class still decides your job (only Medics carry the medic kit, only Engineers the repair wrench). A compass bar at the top of the screen shows your heading, and a gold diamond marks the nearest flag to take, with its distance. Soldiers on both sides are sharper: veteran skill and 20% better at spotting you (night still hides you). 1.11.0-1.12.2 (Codex): six US classes on the deploy screen (Assault, Scout, Machinegunner, Medic, Engineer, Anti-Tank), gear saved per class at the arsenal, Machinegunner and Medic supply boxes, Scout position reports and Engineer building with engineer-truck cargo. Automated US gunship runs use armed Hueys. 1.10.0: machine-gun nests at the front. Each side digs a sandbagged MG nest (a PKM for the Soviets, an M60 for us) at every front-line flag it has held for three minutes, facing the enemy, with a gunner on it and a man beside him. Kill the crew and the gun is yours to use; the owner sends a new crew ten minutes later if it still holds the flag. Take the flag and the old nest is cleared a while later; you dig your own. 1.9.2: the radio warns you when a T-72 is spotted outside your town and when it rolls in. When the Soviets lose a town, their mortars answer with a counter-barrage on it within a few minutes. Tanks that stop to fight are no longer shoved about as if they were stuck. 1.9.1: mortar pits learn their reach: a mission that can't fire at a target that far is pulled in and retried at a nearer one. Each mission logs the rounds fired. 1.9.0: mortar pits. The Soviets dig two mortar pits behind their front, the US one: a 2B14 or an M252 in sandbags, a shell crate and a two-man crew. Every few minutes a pit shells enemy squads near the front (at night it puts up an illumination round first). When a Soviet pit opens up, the radio tells you roughly where the fire comes from; find it, kill the crew and it goes quiet (the radio confirms it), and the Soviets need twenty minutes to dig in somewhere else. Our own pit never fires within 200 m of a player. Tanks that get stuck where no player can see them are lifted clear and carry on. 1.8.1: tank crews stay in their tanks when the tank gets stuck (they back off and try again instead of bailing out), and wrecks and abandoned tanks nobody took are cleared after 20 minutes when no player is near. 1.8.0: armour and new helicopters (needs the WCS_T-72, WCS_M1A1, WCS_Mi-24V, MH-6J and UH-60 Workshop mods, which the server downloads for you). Soviet T-72Bs counterattack front-line towns, a town with players in it first, escorted by rifle squads: they shell it from a firing position short of the town, then roll in, and once the town falls they roll on to the next. US M1A1s do the same for our side. Tanks are rare: at most three T-72s and two M1A1s at a time, and a lost tank takes 15-20 minutes to replace. US gunship runs are now flown by AH-6 Little Birds, Soviet ones by Mi-24 Hinds. The Airport motor pool adds an MH-6 and an AH-6 Little Bird and a UH-60 Black Hawk. 1.7.2: soldiers knocked out beyond saving no longer lie there for good: without a medic they die (a player within 150 m can still patch them up), so worn squads rotate out and come back at eight. The Mi-8 gunship fires its rockets in smaller volleys across both runs and heads home when its pods are empty. The commanders now order the squads that are free instead of re-sending ones already on the move. 1.7.1: bigger armies. Every squad is now eight men, so the war grows toward 400 soldiers a side (800 in all) as squads are replaced. Keeps 1.7.0's minimap and map flags. 1.7.0: Battlefield-inspired circular Everon minimap with terrain, friendly and squad markers, objective flags, and a clearer combat feed. The full map now shows named town flags coloured by current ownership (blue US, red Soviet, grey neutral), alongside friendly units. 1.6.0: build your own defenses. Hold the action at the engineers' table by the Airport flag, or at the back of the engineer truck anywhere on the island, to open the building mode: sandbags, walls, wire, bunkers, towers, MG nests, AA guns and mortar pits. Place an outline, then dig it in with your E-tool (more hands dig faster). The Airport's vehicle depot and helipad now hand out vehicles, and building, requests and arsenals cost no supplies. 1.5.0: helicopters in the war. Hueys fly in from the sea, land at the Airport helipad and leave again; US UH-1H gunships take off from the Airport and make rocket runs on Soviet squads at the front; Soviet Mi-8 gunships hit US squads. A garrison holds the Airport while players are near: gunners on the machine-gun nests, the AA gun and the M60, sentries at the guard towers, and a patrol. 1.4.0: the Airport is a working airbase. Fourteen vehicles wait in the motor pool (three Hueys including a rocket gunship, armed jeeps and Humvees, an ambulance, transport, engineer and repair trucks, and a LAV-25); take one and another stands in its place a minute later. Around the flag: an ammo point with arsenals, a fuel point, guard towers, machine-gun nests, an AA gun, a mortar pit, a bunker, floodlights, wire and tank traps. New loading screen artwork. 1.3.0: a Battlefield 2 style deploy screen. On joining and after each death, pick the Airport (always open, with its motor pool) or any open front-line flag on the map. Anyone who hasn't deployed after 90 seconds is sent to the open flag nearest where they fell. Stuck AI squads are freed sooner. - 17 flags across Everon, from the Airport (US) to Saint Pierre (Soviets); Battlefield 2 style captures with the Ten Thousand Day War's rules. - Commander orders are read out on the radio; captured flags pay out a light vehicle. - Long AI moves go in legs, stuck squads are rerouted, and worn-out squads reform so both armies stay near 300.
- Game Version
- 1.8.0.13
- Created
- Tue, 29 Sep 2026 11:07:57 GMT
- Last Modified
- Tue, 29 Sep 2026 11:08:02 GMT
1.17.1
The Thin Red Line - whole-island war (LanMecca test build). 1.17.1: a gentler clean-up behind the lines, aimed at the server's occasional crashes. When a worn-out squad pulls back to reform, its last men now leave the war a minute and a half later instead of vanishing on the spot, and the fallen and old waypoints are cleared a few at a time a little later instead of all at once. Nothing changes in play. 1.17.0: ready for the public. The last few seats are kept for the server's regulars, the rest are open to everyone. When the server gets busy enough to slow down, replacement squads come back a man or two smaller until it recovers, so the war doesn't bog down. 1.16.0: Cold War weapons from ARMA-RY (the game downloads them when you join, about 550 MB). The US arsenal now has M3A1 grease guns, Uzis, early M16A1s and XM177s, M14s, G3s (with the SG1, PSG1 and MC51), M1911A1 pistols, the M79 grenade launcher and a single-shot 12-gauge shotgun with birdshot, buckshot, slug and tracer shells, plus period scopes and attachments. Every class can save any of them with its class gear, and now a launcher too (a LAW or the M79 next to your rifle). Ammo bags hand out shotgun shells and M79 rounds. 1.15.0: air support, and steadier helicopters. Scouts can call a gunship strike: on the map, right-click a spot you can see within 1 km and choose Call gunship strike here, and a Little Bird comes in from our side for a rocket run about a minute later (one every ten minutes per Scout, never danger close to friendlies). Every soldier can have a jeep flown in: right-click a spot within 300 m of you and choose Request a jeep here; a helicopter hovers over open, level ground there, lets an M151 down and flies home (one every ten minutes each; when a fourth delivered jeep arrives, the oldest one nobody is using goes). The war's helicopters are now flown by physics instead of being placed every frame, which in private tests with a watching game client ended the client crash a few seconds after a takeoff; they also land gently (a short hover over the spot, then straight down) and slow down to climb over hills. Smarter attacks: when several squads are sent at the same enemy flag, one in three goes straight in to pin the defenders and the rest swing wide and come in from the flanks, left and right. 1.14.0: Battlefield 2 style bags and fire support. Medics carry two medical bags and Machinegunners two ammo bags (another one every 30 seconds, up to two). Select one like a grenade and throw it: where it lands it becomes a bag that for two minutes heals every US soldier within 5 m (stops bleeding, restores blood, mends wounds) or resupplies them (magazines for any gun that is short, and a LAW for an Anti-Tank soldier without one). Scouts are forward observers: find a spot you can see within 1 km, then on the map right-click it and choose Call mortar fire here (six rounds from our dug-in mortar, a flare first at night) or Call artillery here (a battery sets up out of sight and fires ten rounds about two minutes later). Neither fires danger close to friendlies. 1.13.0: open arsenal: every class can take any US weapon, launcher or attachment and save it with its class gear; your class still decides your job (only Medics carry the medic kit, only Engineers the repair wrench). A compass bar at the top of the screen shows your heading, and a gold diamond marks the nearest flag to take, with its distance. Soldiers on both sides are sharper: veteran skill and 20% better at spotting you (night still hides you). 1.11.0-1.12.2 (Codex): six US classes on the deploy screen (Assault, Scout, Machinegunner, Medic, Engineer, Anti-Tank), gear saved per class at the arsenal, Machinegunner and Medic supply boxes, Scout position reports and Engineer building with engineer-truck cargo. Automated US gunship runs use armed Hueys. 1.10.0: machine-gun nests at the front. Each side digs a sandbagged MG nest (a PKM for the Soviets, an M60 for us) at every front-line flag it has held for three minutes, facing the enemy, with a gunner on it and a man beside him. Kill the crew and the gun is yours to use; the owner sends a new crew ten minutes later if it still holds the flag. Take the flag and the old nest is cleared a while later; you dig your own. 1.9.2: the radio warns you when a T-72 is spotted outside your town and when it rolls in. When the Soviets lose a town, their mortars answer with a counter-barrage on it within a few minutes. Tanks that stop to fight are no longer shoved about as if they were stuck. 1.9.1: mortar pits learn their reach: a mission that can't fire at a target that far is pulled in and retried at a nearer one. Each mission logs the rounds fired. 1.9.0: mortar pits. The Soviets dig two mortar pits behind their front, the US one: a 2B14 or an M252 in sandbags, a shell crate and a two-man crew. Every few minutes a pit shells enemy squads near the front (at night it puts up an illumination round first). When a Soviet pit opens up, the radio tells you roughly where the fire comes from; find it, kill the crew and it goes quiet (the radio confirms it), and the Soviets need twenty minutes to dig in somewhere else. Our own pit never fires within 200 m of a player. Tanks that get stuck where no player can see them are lifted clear and carry on. 1.8.1: tank crews stay in their tanks when the tank gets stuck (they back off and try again instead of bailing out), and wrecks and abandoned tanks nobody took are cleared after 20 minutes when no player is near. 1.8.0: armour and new helicopters (needs the WCS_T-72, WCS_M1A1, WCS_Mi-24V, MH-6J and UH-60 Workshop mods, which the server downloads for you). Soviet T-72Bs counterattack front-line towns, a town with players in it first, escorted by rifle squads: they shell it from a firing position short of the town, then roll in, and once the town falls they roll on to the next. US M1A1s do the same for our side. Tanks are rare: at most three T-72s and two M1A1s at a time, and a lost tank takes 15-20 minutes to replace. US gunship runs are now flown by AH-6 Little Birds, Soviet ones by Mi-24 Hinds. The Airport motor pool adds an MH-6 and an AH-6 Little Bird and a UH-60 Black Hawk. 1.7.2: soldiers knocked out beyond saving no longer lie there for good: without a medic they die (a player within 150 m can still patch them up), so worn squads rotate out and come back at eight. The Mi-8 gunship fires its rockets in smaller volleys across both runs and heads home when its pods are empty. The commanders now order the squads that are free instead of re-sending ones already on the move. 1.7.1: bigger armies. Every squad is now eight men, so the war grows toward 400 soldiers a side (800 in all) as squads are replaced. Keeps 1.7.0's minimap and map flags. 1.7.0: Battlefield-inspired circular Everon minimap with terrain, friendly and squad markers, objective flags, and a clearer combat feed. The full map now shows named town flags coloured by current ownership (blue US, red Soviet, grey neutral), alongside friendly units. 1.6.0: build your own defenses. Hold the action at the engineers' table by the Airport flag, or at the back of the engineer truck anywhere on the island, to open the building mode: sandbags, walls, wire, bunkers, towers, MG nests, AA guns and mortar pits. Place an outline, then dig it in with your E-tool (more hands dig faster). The Airport's vehicle depot and helipad now hand out vehicles, and building, requests and arsenals cost no supplies. 1.5.0: helicopters in the war. Hueys fly in from the sea, land at the Airport helipad and leave again; US UH-1H gunships take off from the Airport and make rocket runs on Soviet squads at the front; Soviet Mi-8 gunships hit US squads. A garrison holds the Airport while players are near: gunners on the machine-gun nests, the AA gun and the M60, sentries at the guard towers, and a patrol. 1.4.0: the Airport is a working airbase. Fourteen vehicles wait in the motor pool (three Hueys including a rocket gunship, armed jeeps and Humvees, an ambulance, transport, engineer and repair trucks, and a LAV-25); take one and another stands in its place a minute later. Around the flag: an ammo point with arsenals, a fuel point, guard towers, machine-gun nests, an AA gun, a mortar pit, a bunker, floodlights, wire and tank traps. New loading screen artwork. 1.3.0: a Battlefield 2 style deploy screen. On joining and after each death, pick the Airport (always open, with its motor pool) or any open front-line flag on the map. Anyone who hasn't deployed after 90 seconds is sent to the open flag nearest where they fell. Stuck AI squads are freed sooner. - 17 flags across Everon, from the Airport (US) to Saint Pierre (Soviets); Battlefield 2 style captures with the Ten Thousand Day War's rules. - Commander orders are read out on the radio; captured flags pay out a light vehicle. - Long AI moves go in legs, stuck squads are rerouted, and worn-out squads reform so both armies stay near 300.
- Game Version
- 1.8.0.13
- Created
- Tue, 29 Sep 2026 10:41:59 GMT
- Last Modified
- Tue, 29 Sep 2026 10:42:04 GMT
1.17.0
The Thin Red Line - whole-island war (LanMecca test build). 1.17.0: ready for the public. The last few seats are kept for the server's regulars, the rest are open to everyone. When the server gets busy enough to slow down, replacement squads come back a man or two smaller until it recovers, so the war doesn't bog down. 1.16.0: Cold War weapons from ARMA-RY (the game downloads them when you join, about 550 MB). The US arsenal now has M3A1 grease guns, Uzis, early M16A1s and XM177s, M14s, G3s (with the SG1, PSG1 and MC51), M1911A1 pistols, the M79 grenade launcher and a single-shot 12-gauge shotgun with birdshot, buckshot, slug and tracer shells, plus period scopes and attachments. Every class can save any of them with its class gear, and now a launcher too (a LAW or the M79 next to your rifle). Ammo bags hand out shotgun shells and M79 rounds. 1.15.0: air support, and steadier helicopters. Scouts can call a gunship strike: on the map, right-click a spot you can see within 1 km and choose Call gunship strike here, and a Little Bird comes in from our side for a rocket run about a minute later (one every ten minutes per Scout, never danger close to friendlies). Every soldier can have a jeep flown in: right-click a spot within 300 m of you and choose Request a jeep here; a helicopter hovers over open, level ground there, lets an M151 down and flies home (one every ten minutes each; when a fourth delivered jeep arrives, the oldest one nobody is using goes). The war's helicopters are now flown by physics instead of being placed every frame, which in private tests with a watching game client ended the client crash a few seconds after a takeoff; they also land gently (a short hover over the spot, then straight down) and slow down to climb over hills. Smarter attacks: when several squads are sent at the same enemy flag, one in three goes straight in to pin the defenders and the rest swing wide and come in from the flanks, left and right. 1.14.0: Battlefield 2 style bags and fire support. Medics carry two medical bags and Machinegunners two ammo bags (another one every 30 seconds, up to two). Select one like a grenade and throw it: where it lands it becomes a bag that for two minutes heals every US soldier within 5 m (stops bleeding, restores blood, mends wounds) or resupplies them (magazines for any gun that is short, and a LAW for an Anti-Tank soldier without one). Scouts are forward observers: find a spot you can see within 1 km, then on the map right-click it and choose Call mortar fire here (six rounds from our dug-in mortar, a flare first at night) or Call artillery here (a battery sets up out of sight and fires ten rounds about two minutes later). Neither fires danger close to friendlies. 1.13.0: open arsenal: every class can take any US weapon, launcher or attachment and save it with its class gear; your class still decides your job (only Medics carry the medic kit, only Engineers the repair wrench). A compass bar at the top of the screen shows your heading, and a gold diamond marks the nearest flag to take, with its distance. Soldiers on both sides are sharper: veteran skill and 20% better at spotting you (night still hides you). 1.11.0-1.12.2 (Codex): six US classes on the deploy screen (Assault, Scout, Machinegunner, Medic, Engineer, Anti-Tank), gear saved per class at the arsenal, Machinegunner and Medic supply boxes, Scout position reports and Engineer building with engineer-truck cargo. Automated US gunship runs use armed Hueys. 1.10.0: machine-gun nests at the front. Each side digs a sandbagged MG nest (a PKM for the Soviets, an M60 for us) at every front-line flag it has held for three minutes, facing the enemy, with a gunner on it and a man beside him. Kill the crew and the gun is yours to use; the owner sends a new crew ten minutes later if it still holds the flag. Take the flag and the old nest is cleared a while later; you dig your own. 1.9.2: the radio warns you when a T-72 is spotted outside your town and when it rolls in. When the Soviets lose a town, their mortars answer with a counter-barrage on it within a few minutes. Tanks that stop to fight are no longer shoved about as if they were stuck. 1.9.1: mortar pits learn their reach: a mission that can't fire at a target that far is pulled in and retried at a nearer one. Each mission logs the rounds fired. 1.9.0: mortar pits. The Soviets dig two mortar pits behind their front, the US one: a 2B14 or an M252 in sandbags, a shell crate and a two-man crew. Every few minutes a pit shells enemy squads near the front (at night it puts up an illumination round first). When a Soviet pit opens up, the radio tells you roughly where the fire comes from; find it, kill the crew and it goes quiet (the radio confirms it), and the Soviets need twenty minutes to dig in somewhere else. Our own pit never fires within 200 m of a player. Tanks that get stuck where no player can see them are lifted clear and carry on. 1.8.1: tank crews stay in their tanks when the tank gets stuck (they back off and try again instead of bailing out), and wrecks and abandoned tanks nobody took are cleared after 20 minutes when no player is near. 1.8.0: armour and new helicopters (needs the WCS_T-72, WCS_M1A1, WCS_Mi-24V, MH-6J and UH-60 Workshop mods, which the server downloads for you). Soviet T-72Bs counterattack front-line towns, a town with players in it first, escorted by rifle squads: they shell it from a firing position short of the town, then roll in, and once the town falls they roll on to the next. US M1A1s do the same for our side. Tanks are rare: at most three T-72s and two M1A1s at a time, and a lost tank takes 15-20 minutes to replace. US gunship runs are now flown by AH-6 Little Birds, Soviet ones by Mi-24 Hinds. The Airport motor pool adds an MH-6 and an AH-6 Little Bird and a UH-60 Black Hawk. 1.7.2: soldiers knocked out beyond saving no longer lie there for good: without a medic they die (a player within 150 m can still patch them up), so worn squads rotate out and come back at eight. The Mi-8 gunship fires its rockets in smaller volleys across both runs and heads home when its pods are empty. The commanders now order the squads that are free instead of re-sending ones already on the move. 1.7.1: bigger armies. Every squad is now eight men, so the war grows toward 400 soldiers a side (800 in all) as squads are replaced. Keeps 1.7.0's minimap and map flags. 1.7.0: Battlefield-inspired circular Everon minimap with terrain, friendly and squad markers, objective flags, and a clearer combat feed. The full map now shows named town flags coloured by current ownership (blue US, red Soviet, grey neutral), alongside friendly units. 1.6.0: build your own defenses. Hold the action at the engineers' table by the Airport flag, or at the back of the engineer truck anywhere on the island, to open the building mode: sandbags, walls, wire, bunkers, towers, MG nests, AA guns and mortar pits. Place an outline, then dig it in with your E-tool (more hands dig faster). The Airport's vehicle depot and helipad now hand out vehicles, and building, requests and arsenals cost no supplies. 1.5.0: helicopters in the war. Hueys fly in from the sea, land at the Airport helipad and leave again; US UH-1H gunships take off from the Airport and make rocket runs on Soviet squads at the front; Soviet Mi-8 gunships hit US squads. A garrison holds the Airport while players are near: gunners on the machine-gun nests, the AA gun and the M60, sentries at the guard towers, and a patrol. 1.4.0: the Airport is a working airbase. Fourteen vehicles wait in the motor pool (three Hueys including a rocket gunship, armed jeeps and Humvees, an ambulance, transport, engineer and repair trucks, and a LAV-25); take one and another stands in its place a minute later. Around the flag: an ammo point with arsenals, a fuel point, guard towers, machine-gun nests, an AA gun, a mortar pit, a bunker, floodlights, wire and tank traps. New loading screen artwork. 1.3.0: a Battlefield 2 style deploy screen. On joining and after each death, pick the Airport (always open, with its motor pool) or any open front-line flag on the map. Anyone who hasn't deployed after 90 seconds is sent to the open flag nearest where they fell. Stuck AI squads are freed sooner. - 17 flags across Everon, from the Airport (US) to Saint Pierre (Soviets); Battlefield 2 style captures with the Ten Thousand Day War's rules. - Commander orders are read out on the radio; captured flags pay out a light vehicle. - Long AI moves go in legs, stuck squads are rerouted, and worn-out squads reform so both armies stay near 300.
- Game Version
- 1.8.0.13
- Created
- Mon, 28 Sep 2026 22:55:57 GMT
- Last Modified
- Mon, 28 Sep 2026 22:56:17 GMT
1.16.0
The Thin Red Line - whole-island war (LanMecca test build). 1.16.0: Cold War weapons from ARMA-RY (the game downloads them when you join, about 550 MB). The US arsenal now has M3A1 grease guns, Uzis, early M16A1s and XM177s, M14s, G3s (with the SG1, PSG1 and MC51), M1911A1 pistols, the M79 grenade launcher and a single-shot 12-gauge shotgun with birdshot, buckshot, slug and tracer shells, plus period scopes and attachments. Every class can save any of them with its class gear, and now a launcher too (a LAW or the M79 next to your rifle). Ammo bags hand out shotgun shells and M79 rounds. 1.15.0: air support, and steadier helicopters. Scouts can call a gunship strike: on the map, right-click a spot you can see within 1 km and choose Call gunship strike here, and a Little Bird comes in from our side for a rocket run about a minute later (one every ten minutes per Scout, never danger close to friendlies). Every soldier can have a jeep flown in: right-click a spot within 300 m of you and choose Request a jeep here; a helicopter hovers over open, level ground there, lets an M151 down and flies home (one every ten minutes each; when a fourth delivered jeep arrives, the oldest one nobody is using goes). The war's helicopters are now flown by physics instead of being placed every frame, which in private tests with a watching game client ended the client crash a few seconds after a takeoff; they also land gently (a short hover over the spot, then straight down) and slow down to climb over hills. Smarter attacks: when several squads are sent at the same enemy flag, one in three goes straight in to pin the defenders and the rest swing wide and come in from the flanks, left and right. 1.14.0: Battlefield 2 style bags and fire support. Medics carry two medical bags and Machinegunners two ammo bags (another one every 30 seconds, up to two). Select one like a grenade and throw it: where it lands it becomes a bag that for two minutes heals every US soldier within 5 m (stops bleeding, restores blood, mends wounds) or resupplies them (magazines for any gun that is short, and a LAW for an Anti-Tank soldier without one). Scouts are forward observers: find a spot you can see within 1 km, then on the map right-click it and choose Call mortar fire here (six rounds from our dug-in mortar, a flare first at night) or Call artillery here (a battery sets up out of sight and fires ten rounds about two minutes later). Neither fires danger close to friendlies. 1.13.0: open arsenal: every class can take any US weapon, launcher or attachment and save it with its class gear; your class still decides your job (only Medics carry the medic kit, only Engineers the repair wrench). A compass bar at the top of the screen shows your heading, and a gold diamond marks the nearest flag to take, with its distance. Soldiers on both sides are sharper: veteran skill and 20% better at spotting you (night still hides you). 1.11.0-1.12.2 (Codex): six US classes on the deploy screen (Assault, Scout, Machinegunner, Medic, Engineer, Anti-Tank), gear saved per class at the arsenal, Machinegunner and Medic supply boxes, Scout position reports and Engineer building with engineer-truck cargo. Automated US gunship runs use armed Hueys. 1.10.0: machine-gun nests at the front. Each side digs a sandbagged MG nest (a PKM for the Soviets, an M60 for us) at every front-line flag it has held for three minutes, facing the enemy, with a gunner on it and a man beside him. Kill the crew and the gun is yours to use; the owner sends a new crew ten minutes later if it still holds the flag. Take the flag and the old nest is cleared a while later; you dig your own. 1.9.2: the radio warns you when a T-72 is spotted outside your town and when it rolls in. When the Soviets lose a town, their mortars answer with a counter-barrage on it within a few minutes. Tanks that stop to fight are no longer shoved about as if they were stuck. 1.9.1: mortar pits learn their reach: a mission that can't fire at a target that far is pulled in and retried at a nearer one. Each mission logs the rounds fired. 1.9.0: mortar pits. The Soviets dig two mortar pits behind their front, the US one: a 2B14 or an M252 in sandbags, a shell crate and a two-man crew. Every few minutes a pit shells enemy squads near the front (at night it puts up an illumination round first). When a Soviet pit opens up, the radio tells you roughly where the fire comes from; find it, kill the crew and it goes quiet (the radio confirms it), and the Soviets need twenty minutes to dig in somewhere else. Our own pit never fires within 200 m of a player. Tanks that get stuck where no player can see them are lifted clear and carry on. 1.8.1: tank crews stay in their tanks when the tank gets stuck (they back off and try again instead of bailing out), and wrecks and abandoned tanks nobody took are cleared after 20 minutes when no player is near. 1.8.0: armour and new helicopters (needs the WCS_T-72, WCS_M1A1, WCS_Mi-24V, MH-6J and UH-60 Workshop mods, which the server downloads for you). Soviet T-72Bs counterattack front-line towns, a town with players in it first, escorted by rifle squads: they shell it from a firing position short of the town, then roll in, and once the town falls they roll on to the next. US M1A1s do the same for our side. Tanks are rare: at most three T-72s and two M1A1s at a time, and a lost tank takes 15-20 minutes to replace. US gunship runs are now flown by AH-6 Little Birds, Soviet ones by Mi-24 Hinds. The Airport motor pool adds an MH-6 and an AH-6 Little Bird and a UH-60 Black Hawk. 1.7.2: soldiers knocked out beyond saving no longer lie there for good: without a medic they die (a player within 150 m can still patch them up), so worn squads rotate out and come back at eight. The Mi-8 gunship fires its rockets in smaller volleys across both runs and heads home when its pods are empty. The commanders now order the squads that are free instead of re-sending ones already on the move. 1.7.1: bigger armies. Every squad is now eight men, so the war grows toward 400 soldiers a side (800 in all) as squads are replaced. Keeps 1.7.0's minimap and map flags. 1.7.0: Battlefield-inspired circular Everon minimap with terrain, friendly and squad markers, objective flags, and a clearer combat feed. The full map now shows named town flags coloured by current ownership (blue US, red Soviet, grey neutral), alongside friendly units. 1.6.0: build your own defenses. Hold the action at the engineers' table by the Airport flag, or at the back of the engineer truck anywhere on the island, to open the building mode: sandbags, walls, wire, bunkers, towers, MG nests, AA guns and mortar pits. Place an outline, then dig it in with your E-tool (more hands dig faster). The Airport's vehicle depot and helipad now hand out vehicles, and building, requests and arsenals cost no supplies. 1.5.0: helicopters in the war. Hueys fly in from the sea, land at the Airport helipad and leave again; US UH-1H gunships take off from the Airport and make rocket runs on Soviet squads at the front; Soviet Mi-8 gunships hit US squads. A garrison holds the Airport while players are near: gunners on the machine-gun nests, the AA gun and the M60, sentries at the guard towers, and a patrol. 1.4.0: the Airport is a working airbase. Fourteen vehicles wait in the motor pool (three Hueys including a rocket gunship, armed jeeps and Humvees, an ambulance, transport, engineer and repair trucks, and a LAV-25); take one and another stands in its place a minute later. Around the flag: an ammo point with arsenals, a fuel point, guard towers, machine-gun nests, an AA gun, a mortar pit, a bunker, floodlights, wire and tank traps. New loading screen artwork. 1.3.0: a Battlefield 2 style deploy screen. On joining and after each death, pick the Airport (always open, with its motor pool) or any open front-line flag on the map. Anyone who hasn't deployed after 90 seconds is sent to the open flag nearest where they fell. Stuck AI squads are freed sooner. - 17 flags across Everon, from the Airport (US) to Saint Pierre (Soviets); Battlefield 2 style captures with the Ten Thousand Day War's rules. - Commander orders are read out on the radio; captured flags pay out a light vehicle. - Long AI moves go in legs, stuck squads are rerouted, and worn-out squads reform so both armies stay near 300.
- Game Version
- 1.8.0.13
- Created
- Mon, 28 Sep 2026 21:19:34 GMT
- Last Modified
- Mon, 28 Sep 2026 21:19:39 GMT
1.15.0
The Thin Red Line - whole-island war (LanMecca test build). 1.15.0: air support, and steadier helicopters. Scouts can call a gunship strike: on the map, right-click a spot you can see within 1 km and choose Call gunship strike here, and a Little Bird comes in from our side for a rocket run about a minute later (one every ten minutes per Scout, never danger close to friendlies). Every soldier can have a jeep flown in: right-click a spot within 300 m of you and choose Request a jeep here; a helicopter hovers over open, level ground there, lets an M151 down and flies home (one every ten minutes each; when a fourth delivered jeep arrives, the oldest one nobody is using goes). The war's helicopters are now flown by physics instead of being placed every frame, which in private tests with a watching game client ended the client crash a few seconds after a takeoff; they also land gently (a short hover over the spot, then straight down) and slow down to climb over hills. Smarter attacks: when several squads are sent at the same enemy flag, one in three goes straight in to pin the defenders and the rest swing wide and come in from the flanks, left and right. 1.14.0: Battlefield 2 style bags and fire support. Medics carry two medical bags and Machinegunners two ammo bags (another one every 30 seconds, up to two). Select one like a grenade and throw it: where it lands it becomes a bag that for two minutes heals every US soldier within 5 m (stops bleeding, restores blood, mends wounds) or resupplies them (magazines for any gun that is short, and a LAW for an Anti-Tank soldier without one). Scouts are forward observers: find a spot you can see within 1 km, then on the map right-click it and choose Call mortar fire here (six rounds from our dug-in mortar, a flare first at night) or Call artillery here (a battery sets up out of sight and fires ten rounds about two minutes later). Neither fires danger close to friendlies. 1.13.0: open arsenal: every class can take any US weapon, launcher or attachment and save it with its class gear; your class still decides your job (only Medics carry the medic kit, only Engineers the repair wrench). A compass bar at the top of the screen shows your heading, and a gold diamond marks the nearest flag to take, with its distance. Soldiers on both sides are sharper: veteran skill and 20% better at spotting you (night still hides you). 1.11.0-1.12.2 (Codex): six US classes on the deploy screen (Assault, Scout, Machinegunner, Medic, Engineer, Anti-Tank), gear saved per class at the arsenal, Machinegunner and Medic supply boxes, Scout position reports and Engineer building with engineer-truck cargo. Automated US gunship runs use armed Hueys. 1.10.0: machine-gun nests at the front. Each side digs a sandbagged MG nest (a PKM for the Soviets, an M60 for us) at every front-line flag it has held for three minutes, facing the enemy, with a gunner on it and a man beside him. Kill the crew and the gun is yours to use; the owner sends a new crew ten minutes later if it still holds the flag. Take the flag and the old nest is cleared a while later; you dig your own. 1.9.2: the radio warns you when a T-72 is spotted outside your town and when it rolls in. When the Soviets lose a town, their mortars answer with a counter-barrage on it within a few minutes. Tanks that stop to fight are no longer shoved about as if they were stuck. 1.9.1: mortar pits learn their reach: a mission that can't fire at a target that far is pulled in and retried at a nearer one. Each mission logs the rounds fired. 1.9.0: mortar pits. The Soviets dig two mortar pits behind their front, the US one: a 2B14 or an M252 in sandbags, a shell crate and a two-man crew. Every few minutes a pit shells enemy squads near the front (at night it puts up an illumination round first). When a Soviet pit opens up, the radio tells you roughly where the fire comes from; find it, kill the crew and it goes quiet (the radio confirms it), and the Soviets need twenty minutes to dig in somewhere else. Our own pit never fires within 200 m of a player. Tanks that get stuck where no player can see them are lifted clear and carry on. 1.8.1: tank crews stay in their tanks when the tank gets stuck (they back off and try again instead of bailing out), and wrecks and abandoned tanks nobody took are cleared after 20 minutes when no player is near. 1.8.0: armour and new helicopters (needs the WCS_T-72, WCS_M1A1, WCS_Mi-24V, MH-6J and UH-60 Workshop mods, which the server downloads for you). Soviet T-72Bs counterattack front-line towns, a town with players in it first, escorted by rifle squads: they shell it from a firing position short of the town, then roll in, and once the town falls they roll on to the next. US M1A1s do the same for our side. Tanks are rare: at most three T-72s and two M1A1s at a time, and a lost tank takes 15-20 minutes to replace. US gunship runs are now flown by AH-6 Little Birds, Soviet ones by Mi-24 Hinds. The Airport motor pool adds an MH-6 and an AH-6 Little Bird and a UH-60 Black Hawk. 1.7.2: soldiers knocked out beyond saving no longer lie there for good: without a medic they die (a player within 150 m can still patch them up), so worn squads rotate out and come back at eight. The Mi-8 gunship fires its rockets in smaller volleys across both runs and heads home when its pods are empty. The commanders now order the squads that are free instead of re-sending ones already on the move. 1.7.1: bigger armies. Every squad is now eight men, so the war grows toward 400 soldiers a side (800 in all) as squads are replaced. Keeps 1.7.0's minimap and map flags. 1.7.0: Battlefield-inspired circular Everon minimap with terrain, friendly and squad markers, objective flags, and a clearer combat feed. The full map now shows named town flags coloured by current ownership (blue US, red Soviet, grey neutral), alongside friendly units. 1.6.0: build your own defenses. Hold the action at the engineers' table by the Airport flag, or at the back of the engineer truck anywhere on the island, to open the building mode: sandbags, walls, wire, bunkers, towers, MG nests, AA guns and mortar pits. Place an outline, then dig it in with your E-tool (more hands dig faster). The Airport's vehicle depot and helipad now hand out vehicles, and building, requests and arsenals cost no supplies. 1.5.0: helicopters in the war. Hueys fly in from the sea, land at the Airport helipad and leave again; US UH-1H gunships take off from the Airport and make rocket runs on Soviet squads at the front; Soviet Mi-8 gunships hit US squads. A garrison holds the Airport while players are near: gunners on the machine-gun nests, the AA gun and the M60, sentries at the guard towers, and a patrol. 1.4.0: the Airport is a working airbase. Fourteen vehicles wait in the motor pool (three Hueys including a rocket gunship, armed jeeps and Humvees, an ambulance, transport, engineer and repair trucks, and a LAV-25); take one and another stands in its place a minute later. Around the flag: an ammo point with arsenals, a fuel point, guard towers, machine-gun nests, an AA gun, a mortar pit, a bunker, floodlights, wire and tank traps. New loading screen artwork. 1.3.0: a Battlefield 2 style deploy screen. On joining and after each death, pick the Airport (always open, with its motor pool) or any open front-line flag on the map. Anyone who hasn't deployed after 90 seconds is sent to the open flag nearest where they fell. Stuck AI squads are freed sooner. - 17 flags across Everon, from the Airport (US) to Saint Pierre (Soviets); Battlefield 2 style captures with the Ten Thousand Day War's rules. - Commander orders are read out on the radio; captured flags pay out a light vehicle. - Long AI moves go in legs, stuck squads are rerouted, and worn-out squads reform so both armies stay near 300.
- Game Version
- 1.8.0.13
- Created
- Mon, 28 Sep 2026 17:43:56 GMT
- Last Modified
- Mon, 28 Sep 2026 17:44:00 GMT
1.14.0
The Thin Red Line - whole-island war (LanMecca test build). 1.14.0: Battlefield 2 style bags and fire support. Medics carry two medical bags and Machinegunners two ammo bags (another one every 30 seconds, up to two). Select one like a grenade and throw it: where it lands it becomes a bag that for two minutes heals every US soldier within 5 m (stops bleeding, restores blood, mends wounds) or resupplies them (magazines for any gun that is short, and a LAW for an Anti-Tank soldier without one). Scouts are forward observers: find a spot you can see within 1 km, then on the map right-click it and choose Call mortar fire here (six rounds from our dug-in mortar, a flare first at night) or Call artillery here (a battery sets up out of sight and fires ten rounds about two minutes later). Neither fires danger close to friendlies. 1.13.0: open arsenal: every class can take any US weapon, launcher or attachment and save it with its class gear; your class still decides your job (only Medics carry the medic kit, only Engineers the repair wrench). A compass bar at the top of the screen shows your heading, and a gold diamond marks the nearest flag to take, with its distance. Soldiers on both sides are sharper: veteran skill and 20% better at spotting you (night still hides you). 1.11.0-1.12.2 (Codex): six US classes on the deploy screen (Assault, Scout, Machinegunner, Medic, Engineer, Anti-Tank), gear saved per class at the arsenal, Machinegunner and Medic supply boxes, Scout position reports and Engineer building with engineer-truck cargo. Automated US gunship runs use armed Hueys. 1.10.0: machine-gun nests at the front. Each side digs a sandbagged MG nest (a PKM for the Soviets, an M60 for us) at every front-line flag it has held for three minutes, facing the enemy, with a gunner on it and a man beside him. Kill the crew and the gun is yours to use; the owner sends a new crew ten minutes later if it still holds the flag. Take the flag and the old nest is cleared a while later; you dig your own. 1.9.2: the radio warns you when a T-72 is spotted outside your town and when it rolls in. When the Soviets lose a town, their mortars answer with a counter-barrage on it within a few minutes. Tanks that stop to fight are no longer shoved about as if they were stuck. 1.9.1: mortar pits learn their reach: a mission that can't fire at a target that far is pulled in and retried at a nearer one. Each mission logs the rounds fired. 1.9.0: mortar pits. The Soviets dig two mortar pits behind their front, the US one: a 2B14 or an M252 in sandbags, a shell crate and a two-man crew. Every few minutes a pit shells enemy squads near the front (at night it puts up an illumination round first). When a Soviet pit opens up, the radio tells you roughly where the fire comes from; find it, kill the crew and it goes quiet (the radio confirms it), and the Soviets need twenty minutes to dig in somewhere else. Our own pit never fires within 200 m of a player. Tanks that get stuck where no player can see them are lifted clear and carry on. 1.8.1: tank crews stay in their tanks when the tank gets stuck (they back off and try again instead of bailing out), and wrecks and abandoned tanks nobody took are cleared after 20 minutes when no player is near. 1.8.0: armour and new helicopters (needs the WCS_T-72, WCS_M1A1, WCS_Mi-24V, MH-6J and UH-60 Workshop mods, which the server downloads for you). Soviet T-72Bs counterattack front-line towns, a town with players in it first, escorted by rifle squads: they shell it from a firing position short of the town, then roll in, and once the town falls they roll on to the next. US M1A1s do the same for our side. Tanks are rare: at most three T-72s and two M1A1s at a time, and a lost tank takes 15-20 minutes to replace. US gunship runs are now flown by AH-6 Little Birds, Soviet ones by Mi-24 Hinds. The Airport motor pool adds an MH-6 and an AH-6 Little Bird and a UH-60 Black Hawk. 1.7.2: soldiers knocked out beyond saving no longer lie there for good: without a medic they die (a player within 150 m can still patch them up), so worn squads rotate out and come back at eight. The Mi-8 gunship fires its rockets in smaller volleys across both runs and heads home when its pods are empty. The commanders now order the squads that are free instead of re-sending ones already on the move. 1.7.1: bigger armies. Every squad is now eight men, so the war grows toward 400 soldiers a side (800 in all) as squads are replaced. Keeps 1.7.0's minimap and map flags. 1.7.0: Battlefield-inspired circular Everon minimap with terrain, friendly and squad markers, objective flags, and a clearer combat feed. The full map now shows named town flags coloured by current ownership (blue US, red Soviet, grey neutral), alongside friendly units. 1.6.0: build your own defenses. Hold the action at the engineers' table by the Airport flag, or at the back of the engineer truck anywhere on the island, to open the building mode: sandbags, walls, wire, bunkers, towers, MG nests, AA guns and mortar pits. Place an outline, then dig it in with your E-tool (more hands dig faster). The Airport's vehicle depot and helipad now hand out vehicles, and building, requests and arsenals cost no supplies. 1.5.0: helicopters in the war. Hueys fly in from the sea, land at the Airport helipad and leave again; US UH-1H gunships take off from the Airport and make rocket runs on Soviet squads at the front; Soviet Mi-8 gunships hit US squads. A garrison holds the Airport while players are near: gunners on the machine-gun nests, the AA gun and the M60, sentries at the guard towers, and a patrol. 1.4.0: the Airport is a working airbase. Fourteen vehicles wait in the motor pool (three Hueys including a rocket gunship, armed jeeps and Humvees, an ambulance, transport, engineer and repair trucks, and a LAV-25); take one and another stands in its place a minute later. Around the flag: an ammo point with arsenals, a fuel point, guard towers, machine-gun nests, an AA gun, a mortar pit, a bunker, floodlights, wire and tank traps. New loading screen artwork. 1.3.0: a Battlefield 2 style deploy screen. On joining and after each death, pick the Airport (always open, with its motor pool) or any open front-line flag on the map. Anyone who hasn't deployed after 90 seconds is sent to the open flag nearest where they fell. Stuck AI squads are freed sooner. - 17 flags across Everon, from the Airport (US) to Saint Pierre (Soviets); Battlefield 2 style captures with the Ten Thousand Day War's rules. - Commander orders are read out on the radio; captured flags pay out a light vehicle. - Long AI moves go in legs, stuck squads are rerouted, and worn-out squads reform so both armies stay near 300.
- Game Version
- 1.8.0.13
- Created
- Mon, 28 Sep 2026 15:59:34 GMT
- Last Modified
- Mon, 28 Sep 2026 15:59:41 GMT
1.13.0
The Thin Red Line - whole-island war (LanMecca test build). 1.13.0: open arsenal: every class can take any US weapon, launcher or attachment and save it with its class gear; your class still decides your job (only Medics carry the medic kit, only Engineers the repair wrench). A compass bar at the top of the screen shows your heading, and a gold diamond marks the nearest flag to take, with its distance. Soldiers on both sides are sharper: veteran skill and 20% better at spotting you (night still hides you). 1.11.0-1.12.2 (Codex): six US classes on the deploy screen (Assault, Scout, Machinegunner, Medic, Engineer, Anti-Tank), gear saved per class at the arsenal, Machinegunner and Medic supply boxes, Scout position reports and Engineer building with engineer-truck cargo. Automated US gunship runs use armed Hueys. 1.10.0: machine-gun nests at the front. Each side digs a sandbagged MG nest (a PKM for the Soviets, an M60 for us) at every front-line flag it has held for three minutes, facing the enemy, with a gunner on it and a man beside him. Kill the crew and the gun is yours to use; the owner sends a new crew ten minutes later if it still holds the flag. Take the flag and the old nest is cleared a while later; you dig your own. 1.9.2: the radio warns you when a T-72 is spotted outside your town and when it rolls in. When the Soviets lose a town, their mortars answer with a counter-barrage on it within a few minutes. Tanks that stop to fight are no longer shoved about as if they were stuck. 1.9.1: mortar pits learn their reach: a mission that can't fire at a target that far is pulled in and retried at a nearer one. Each mission logs the rounds fired. 1.9.0: mortar pits. The Soviets dig two mortar pits behind their front, the US one: a 2B14 or an M252 in sandbags, a shell crate and a two-man crew. Every few minutes a pit shells enemy squads near the front (at night it puts up an illumination round first). When a Soviet pit opens up, the radio tells you roughly where the fire comes from; find it, kill the crew and it goes quiet (the radio confirms it), and the Soviets need twenty minutes to dig in somewhere else. Our own pit never fires within 200 m of a player. Tanks that get stuck where no player can see them are lifted clear and carry on. 1.8.1: tank crews stay in their tanks when the tank gets stuck (they back off and try again instead of bailing out), and wrecks and abandoned tanks nobody took are cleared after 20 minutes when no player is near. 1.8.0: armour and new helicopters (needs the WCS_T-72, WCS_M1A1, WCS_Mi-24V, MH-6J and UH-60 Workshop mods, which the server downloads for you). Soviet T-72Bs counterattack front-line towns, a town with players in it first, escorted by rifle squads: they shell it from a firing position short of the town, then roll in, and once the town falls they roll on to the next. US M1A1s do the same for our side. Tanks are rare: at most three T-72s and two M1A1s at a time, and a lost tank takes 15-20 minutes to replace. US gunship runs are now flown by AH-6 Little Birds, Soviet ones by Mi-24 Hinds. The Airport motor pool adds an MH-6 and an AH-6 Little Bird and a UH-60 Black Hawk. 1.7.2: soldiers knocked out beyond saving no longer lie there for good: without a medic they die (a player within 150 m can still patch them up), so worn squads rotate out and come back at eight. The Mi-8 gunship fires its rockets in smaller volleys across both runs and heads home when its pods are empty. The commanders now order the squads that are free instead of re-sending ones already on the move. 1.7.1: bigger armies. Every squad is now eight men, so the war grows toward 400 soldiers a side (800 in all) as squads are replaced. Keeps 1.7.0's minimap and map flags. 1.7.0: Battlefield-inspired circular Everon minimap with terrain, friendly and squad markers, objective flags, and a clearer combat feed. The full map now shows named town flags coloured by current ownership (blue US, red Soviet, grey neutral), alongside friendly units. 1.6.0: build your own defenses. Hold the action at the engineers' table by the Airport flag, or at the back of the engineer truck anywhere on the island, to open the building mode: sandbags, walls, wire, bunkers, towers, MG nests, AA guns and mortar pits. Place an outline, then dig it in with your E-tool (more hands dig faster). The Airport's vehicle depot and helipad now hand out vehicles, and building, requests and arsenals cost no supplies. 1.5.0: helicopters in the war. Hueys fly in from the sea, land at the Airport helipad and leave again; US UH-1H gunships take off from the Airport and make rocket runs on Soviet squads at the front; Soviet Mi-8 gunships hit US squads. A garrison holds the Airport while players are near: gunners on the machine-gun nests, the AA gun and the M60, sentries at the guard towers, and a patrol. 1.4.0: the Airport is a working airbase. Fourteen vehicles wait in the motor pool (three Hueys including a rocket gunship, armed jeeps and Humvees, an ambulance, transport, engineer and repair trucks, and a LAV-25); take one and another stands in its place a minute later. Around the flag: an ammo point with arsenals, a fuel point, guard towers, machine-gun nests, an AA gun, a mortar pit, a bunker, floodlights, wire and tank traps. New loading screen artwork. 1.3.0: a Battlefield 2 style deploy screen. On joining and after each death, pick the Airport (always open, with its motor pool) or any open front-line flag on the map. Anyone who hasn't deployed after 90 seconds is sent to the open flag nearest where they fell. Stuck AI squads are freed sooner. - 17 flags across Everon, from the Airport (US) to Saint Pierre (Soviets); Battlefield 2 style captures with the Ten Thousand Day War's rules. - Commander orders are read out on the radio; captured flags pay out a light vehicle. - Long AI moves go in legs, stuck squads are rerouted, and worn-out squads reform so both armies stay near 300.
- Game Version
- 1.8.0.13
- Created
- Mon, 28 Sep 2026 15:01:57 GMT
- Last Modified
- Mon, 28 Sep 2026 15:02:04 GMT
1.12.2
Private class abilities candidate: Anti-Tank replaces Commander; finite team supply boxes, scout reports and Engineer construction logistics. Candidate remains under native/client qualification.
- Game Version
- 1.8.0.13
- Created
- Mon, 28 Sep 2026 02:02:36 GMT
- Last Modified
- Mon, 28 Sep 2026 02:02:43 GMT
1.12.1
Private class abilities candidate: Anti-Tank replaces Commander; finite team supply boxes, scout reports and Engineer construction logistics. Candidate remains under native/client qualification.
- Game Version
- 1.8.0.13
- Created
- Mon, 28 Sep 2026 01:47:31 GMT
- Last Modified
- Mon, 28 Sep 2026 01:47:36 GMT
1.12.0
Private class abilities candidate: Anti-Tank replaces Commander; finite team supply boxes, scout reports and Engineer construction logistics. Candidate remains under native/client qualification.
- Game Version
- 1.8.0.13
- Created
- Mon, 28 Sep 2026 01:35:46 GMT
- Last Modified
- Mon, 28 Sep 2026 01:35:54 GMT
1.11.6
Private class/loadout qualification candidate. Six class kits, explicit per-class saves and native arsenal restrictions. Ordinary campaign remains on its pinned stable version until authenticated client/death/restart tests pass.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 23:43:05 GMT
- Last Modified
- Sun, 27 Sep 2026 23:43:12 GMT
1.11.5
Private class/loadout qualification candidate. Six class kits, explicit per-class saves and native arsenal restrictions. Ordinary campaign remains on its pinned stable version until authenticated client/death/restart tests pass.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 23:13:11 GMT
- Last Modified
- Sun, 27 Sep 2026 23:13:20 GMT
1.11.4
Private class/loadout qualification candidate. Six class kits, explicit per-class saves and native arsenal restrictions. Ordinary campaign remains on its pinned stable version until authenticated client/death/restart tests pass.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 22:43:16 GMT
- Last Modified
- Sun, 27 Sep 2026 22:43:23 GMT
1.11.3
Private class/loadout qualification candidate. Six class kits, explicit per-class saves and native arsenal restrictions. Ordinary campaign remains on its pinned stable version until authenticated client/death/restart tests pass.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 22:39:38 GMT
- Last Modified
- Sun, 27 Sep 2026 22:39:57 GMT
1.11.2
Private class/loadout qualification candidate. Six class kits, explicit per-class saves and native arsenal restrictions. Ordinary campaign remains on its pinned stable version until authenticated client/death/restart tests pass.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 22:30:45 GMT
- Last Modified
- Sun, 27 Sep 2026 22:30:51 GMT
1.11.1
Private class/loadout qualification candidate. Six class kits, explicit per-class saves and native arsenal restrictions. Ordinary campaign remains on its pinned stable version until authenticated client/death/restart tests pass.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 22:20:13 GMT
- Last Modified
- Sun, 27 Sep 2026 22:20:18 GMT
1.11.0
Private class/loadout qualification candidate. Six class kits, explicit per-class saves and native arsenal restrictions. Ordinary campaign remains on its pinned stable version until authenticated client/death/restart tests pass.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 21:47:32 GMT
- Last Modified
- Sun, 27 Sep 2026 21:47:37 GMT
1.10.1
Automated US attack runs now use the stock armed UH-1H Huey. Player Little Birds, Black Hawks and other motor-pool assets remain available. Soviet aircraft and campaign settings are unchanged. Private testing release.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 20:29:26 GMT
- Last Modified
- Sun, 27 Sep 2026 20:29:31 GMT
1.10.0
The Thin Red Line - whole-island war (LanMecca test build). 1.10.0: machine-gun nests at the front. Each side digs a sandbagged MG nest (a PKM for the Soviets, an M60 for us) at every front-line flag it has held for three minutes, facing the enemy, with a gunner on it and a man beside him. Kill the crew and the gun is yours to use; the owner sends a new crew ten minutes later if it still holds the flag. Take the flag and the old nest is cleared a while later; you dig your own. 1.9.2: the radio warns you when a T-72 is spotted outside your town and when it rolls in. When the Soviets lose a town, their mortars answer with a counter-barrage on it within a few minutes. Tanks that stop to fight are no longer shoved about as if they were stuck. 1.9.1: mortar pits learn their reach: a mission that can't fire at a target that far is pulled in and retried at a nearer one. Each mission logs the rounds fired. 1.9.0: mortar pits. The Soviets dig two mortar pits behind their front, the US one: a 2B14 or an M252 in sandbags, a shell crate and a two-man crew. Every few minutes a pit shells enemy squads near the front (at night it puts up an illumination round first). When a Soviet pit opens up, the radio tells you roughly where the fire comes from; find it, kill the crew and it goes quiet (the radio confirms it), and the Soviets need twenty minutes to dig in somewhere else. Our own pit never fires within 200 m of a player. Tanks that get stuck where no player can see them are lifted clear and carry on. 1.8.1: tank crews stay in their tanks when the tank gets stuck (they back off and try again instead of bailing out), and wrecks and abandoned tanks nobody took are cleared after 20 minutes when no player is near. 1.8.0: armour and new helicopters (needs the WCS_T-72, WCS_M1A1, WCS_Mi-24V, MH-6J and UH-60 Workshop mods, which the server downloads for you). Soviet T-72Bs counterattack front-line towns, a town with players in it first, escorted by rifle squads: they shell it from a firing position short of the town, then roll in, and once the town falls they roll on to the next. US M1A1s do the same for our side. Tanks are rare: at most three T-72s and two M1A1s at a time, and a lost tank takes 15-20 minutes to replace. US gunship runs are now flown by AH-6 Little Birds, Soviet ones by Mi-24 Hinds. The Airport motor pool adds an MH-6 and an AH-6 Little Bird and a UH-60 Black Hawk. 1.7.2: soldiers knocked out beyond saving no longer lie there for good: without a medic they die (a player within 150 m can still patch them up), so worn squads rotate out and come back at eight. The Mi-8 gunship fires its rockets in smaller volleys across both runs and heads home when its pods are empty. The commanders now order the squads that are free instead of re-sending ones already on the move. 1.7.1: bigger armies. Every squad is now eight men, so the war grows toward 400 soldiers a side (800 in all) as squads are replaced. Keeps 1.7.0's minimap and map flags. 1.7.0: Battlefield-inspired circular Everon minimap with terrain, friendly and squad markers, objective flags, and a clearer combat feed. The full map now shows named town flags coloured by current ownership (blue US, red Soviet, grey neutral), alongside friendly units. 1.6.0: build your own defenses. Hold the action at the engineers' table by the Airport flag, or at the back of the engineer truck anywhere on the island, to open the building mode: sandbags, walls, wire, bunkers, towers, MG nests, AA guns and mortar pits. Place an outline, then dig it in with your E-tool (more hands dig faster). The Airport's vehicle depot and helipad now hand out vehicles, and building, requests and arsenals cost no supplies. 1.5.0: helicopters in the war. Hueys fly in from the sea, land at the Airport helipad and leave again; US UH-1H gunships take off from the Airport and make rocket runs on Soviet squads at the front; Soviet Mi-8 gunships hit US squads. A garrison holds the Airport while players are near: gunners on the machine-gun nests, the AA gun and the M60, sentries at the guard towers, and a patrol. 1.4.0: the Airport is a working airbase. Fourteen vehicles wait in the motor pool (three Hueys including a rocket gunship, armed jeeps and Humvees, an ambulance, transport, engineer and repair trucks, and a LAV-25); take one and another stands in its place a minute later. Around the flag: an ammo point with arsenals, a fuel point, guard towers, machine-gun nests, an AA gun, a mortar pit, a bunker, floodlights, wire and tank traps. New loading screen artwork. 1.3.0: a Battlefield 2 style deploy screen. On joining and after each death, pick the Airport (always open, with its motor pool) or any open front-line flag on the map. Anyone who hasn't deployed after 90 seconds is sent to the open flag nearest where they fell. Stuck AI squads are freed sooner. - 17 flags across Everon, from the Airport (US) to Saint Pierre (Soviets); Battlefield 2 style captures with the Ten Thousand Day War's rules. - Commander orders are read out on the radio; captured flags pay out a light vehicle. - Long AI moves go in legs, stuck squads are rerouted, and worn-out squads reform so both armies stay near 300.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 17:38:23 GMT
- Last Modified
- Sun, 27 Sep 2026 17:38:28 GMT
1.9.2
The Thin Red Line - whole-island war (LanMecca test build). 1.9.2: the radio warns you when a T-72 is spotted outside your town and when it rolls in. When the Soviets lose a town, their mortars answer with a counter-barrage on it within a few minutes. Tanks that stop to fight are no longer shoved about as if they were stuck. 1.9.1: mortar pits learn their reach: a mission that can't fire at a target that far is pulled in and retried at a nearer one. Each mission logs the rounds fired. 1.9.0: mortar pits. The Soviets dig two mortar pits behind their front, the US one: a 2B14 or an M252 in sandbags, a shell crate and a two-man crew. Every few minutes a pit shells enemy squads near the front (at night it puts up an illumination round first). When a Soviet pit opens up, the radio tells you roughly where the fire comes from; find it, kill the crew and it goes quiet (the radio confirms it), and the Soviets need twenty minutes to dig in somewhere else. Our own pit never fires within 200 m of a player. Tanks that get stuck where no player can see them are lifted clear and carry on. 1.8.1: tank crews stay in their tanks when the tank gets stuck (they back off and try again instead of bailing out), and wrecks and abandoned tanks nobody took are cleared after 20 minutes when no player is near. 1.8.0: armour and new helicopters (needs the WCS_T-72, WCS_M1A1, WCS_Mi-24V, MH-6J and UH-60 Workshop mods, which the server downloads for you). Soviet T-72Bs counterattack front-line towns, a town with players in it first, escorted by rifle squads: they shell it from a firing position short of the town, then roll in, and once the town falls they roll on to the next. US M1A1s do the same for our side. Tanks are rare: at most three T-72s and two M1A1s at a time, and a lost tank takes 15-20 minutes to replace. US gunship runs are now flown by AH-6 Little Birds, Soviet ones by Mi-24 Hinds. The Airport motor pool adds an MH-6 and an AH-6 Little Bird and a UH-60 Black Hawk. 1.7.2: soldiers knocked out beyond saving no longer lie there for good: without a medic they die (a player within 150 m can still patch them up), so worn squads rotate out and come back at eight. The Mi-8 gunship fires its rockets in smaller volleys across both runs and heads home when its pods are empty. The commanders now order the squads that are free instead of re-sending ones already on the move. 1.7.1: bigger armies. Every squad is now eight men, so the war grows toward 400 soldiers a side (800 in all) as squads are replaced. Keeps 1.7.0's minimap and map flags. 1.7.0: Battlefield-inspired circular Everon minimap with terrain, friendly and squad markers, objective flags, and a clearer combat feed. The full map now shows named town flags coloured by current ownership (blue US, red Soviet, grey neutral), alongside friendly units. 1.6.0: build your own defenses. Hold the action at the engineers' table by the Airport flag, or at the back of the engineer truck anywhere on the island, to open the building mode: sandbags, walls, wire, bunkers, towers, MG nests, AA guns and mortar pits. Place an outline, then dig it in with your E-tool (more hands dig faster). The Airport's vehicle depot and helipad now hand out vehicles, and building, requests and arsenals cost no supplies. 1.5.0: helicopters in the war. Hueys fly in from the sea, land at the Airport helipad and leave again; US UH-1H gunships take off from the Airport and make rocket runs on Soviet squads at the front; Soviet Mi-8 gunships hit US squads. A garrison holds the Airport while players are near: gunners on the machine-gun nests, the AA gun and the M60, sentries at the guard towers, and a patrol. 1.4.0: the Airport is a working airbase. Fourteen vehicles wait in the motor pool (three Hueys including a rocket gunship, armed jeeps and Humvees, an ambulance, transport, engineer and repair trucks, and a LAV-25); take one and another stands in its place a minute later. Around the flag: an ammo point with arsenals, a fuel point, guard towers, machine-gun nests, an AA gun, a mortar pit, a bunker, floodlights, wire and tank traps. New loading screen artwork. 1.3.0: a Battlefield 2 style deploy screen. On joining and after each death, pick the Airport (always open, with its motor pool) or any open front-line flag on the map. Anyone who hasn't deployed after 90 seconds is sent to the open flag nearest where they fell. Stuck AI squads are freed sooner. - 17 flags across Everon, from the Airport (US) to Saint Pierre (Soviets); Battlefield 2 style captures with the Ten Thousand Day War's rules. - Commander orders are read out on the radio; captured flags pay out a light vehicle. - Long AI moves go in legs, stuck squads are rerouted, and worn-out squads reform so both armies stay near 300.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 17:30:46 GMT
- Last Modified
- Sun, 27 Sep 2026 17:30:51 GMT
1.9.1
The Thin Red Line - whole-island war (LanMecca test build). 1.9.1: mortar pits learn their reach: a mission that can't fire at a target that far is pulled in and retried at a nearer one. Each mission logs the rounds fired. 1.9.0: mortar pits. The Soviets dig two mortar pits behind their front, the US one: a 2B14 or an M252 in sandbags, a shell crate and a two-man crew. Every few minutes a pit shells enemy squads near the front (at night it puts up an illumination round first). When a Soviet pit opens up, the radio tells you roughly where the fire comes from; find it, kill the crew and it goes quiet (the radio confirms it), and the Soviets need twenty minutes to dig in somewhere else. Our own pit never fires within 200 m of a player. Tanks that get stuck where no player can see them are lifted clear and carry on. 1.8.1: tank crews stay in their tanks when the tank gets stuck (they back off and try again instead of bailing out), and wrecks and abandoned tanks nobody took are cleared after 20 minutes when no player is near. 1.8.0: armour and new helicopters (needs the WCS_T-72, WCS_M1A1, WCS_Mi-24V, MH-6J and UH-60 Workshop mods, which the server downloads for you). Soviet T-72Bs counterattack front-line towns, a town with players in it first, escorted by rifle squads: they shell it from a firing position short of the town, then roll in, and once the town falls they roll on to the next. US M1A1s do the same for our side. Tanks are rare: at most three T-72s and two M1A1s at a time, and a lost tank takes 15-20 minutes to replace. US gunship runs are now flown by AH-6 Little Birds, Soviet ones by Mi-24 Hinds. The Airport motor pool adds an MH-6 and an AH-6 Little Bird and a UH-60 Black Hawk. 1.7.2: soldiers knocked out beyond saving no longer lie there for good: without a medic they die (a player within 150 m can still patch them up), so worn squads rotate out and come back at eight. The Mi-8 gunship fires its rockets in smaller volleys across both runs and heads home when its pods are empty. The commanders now order the squads that are free instead of re-sending ones already on the move. 1.7.1: bigger armies. Every squad is now eight men, so the war grows toward 400 soldiers a side (800 in all) as squads are replaced. Keeps 1.7.0's minimap and map flags. 1.7.0: Battlefield-inspired circular Everon minimap with terrain, friendly and squad markers, objective flags, and a clearer combat feed. The full map now shows named town flags coloured by current ownership (blue US, red Soviet, grey neutral), alongside friendly units. 1.6.0: build your own defenses. Hold the action at the engineers' table by the Airport flag, or at the back of the engineer truck anywhere on the island, to open the building mode: sandbags, walls, wire, bunkers, towers, MG nests, AA guns and mortar pits. Place an outline, then dig it in with your E-tool (more hands dig faster). The Airport's vehicle depot and helipad now hand out vehicles, and building, requests and arsenals cost no supplies. 1.5.0: helicopters in the war. Hueys fly in from the sea, land at the Airport helipad and leave again; US UH-1H gunships take off from the Airport and make rocket runs on Soviet squads at the front; Soviet Mi-8 gunships hit US squads. A garrison holds the Airport while players are near: gunners on the machine-gun nests, the AA gun and the M60, sentries at the guard towers, and a patrol. 1.4.0: the Airport is a working airbase. Fourteen vehicles wait in the motor pool (three Hueys including a rocket gunship, armed jeeps and Humvees, an ambulance, transport, engineer and repair trucks, and a LAV-25); take one and another stands in its place a minute later. Around the flag: an ammo point with arsenals, a fuel point, guard towers, machine-gun nests, an AA gun, a mortar pit, a bunker, floodlights, wire and tank traps. New loading screen artwork. 1.3.0: a Battlefield 2 style deploy screen. On joining and after each death, pick the Airport (always open, with its motor pool) or any open front-line flag on the map. Anyone who hasn't deployed after 90 seconds is sent to the open flag nearest where they fell. Stuck AI squads are freed sooner. - 17 flags across Everon, from the Airport (US) to Saint Pierre (Soviets); Battlefield 2 style captures with the Ten Thousand Day War's rules. - Commander orders are read out on the radio; captured flags pay out a light vehicle. - Long AI moves go in legs, stuck squads are rerouted, and worn-out squads reform so both armies stay near 300.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 17:14:43 GMT
- Last Modified
- Sun, 27 Sep 2026 17:14:47 GMT
1.9.0
The Thin Red Line - whole-island war (LanMecca test build). 1.9.0: mortar pits. The Soviets dig two mortar pits behind their front, the US one: a 2B14 or an M252 in sandbags, a shell crate and a two-man crew. Every few minutes a pit shells enemy squads near the front (at night it puts up an illumination round first). When a Soviet pit opens up, the radio tells you roughly where the fire comes from; find it, kill the crew and it goes quiet (the radio confirms it), and the Soviets need twenty minutes to dig in somewhere else. Our own pit never fires within 200 m of a player. Tanks that get stuck where no player can see them are lifted clear and carry on. 1.8.1: tank crews stay in their tanks when the tank gets stuck (they back off and try again instead of bailing out), and wrecks and abandoned tanks nobody took are cleared after 20 minutes when no player is near. 1.8.0: armour and new helicopters (needs the WCS_T-72, WCS_M1A1, WCS_Mi-24V, MH-6J and UH-60 Workshop mods, which the server downloads for you). Soviet T-72Bs counterattack front-line towns, a town with players in it first, escorted by rifle squads: they shell it from a firing position short of the town, then roll in, and once the town falls they roll on to the next. US M1A1s do the same for our side. Tanks are rare: at most three T-72s and two M1A1s at a time, and a lost tank takes 15-20 minutes to replace. US gunship runs are now flown by AH-6 Little Birds, Soviet ones by Mi-24 Hinds. The Airport motor pool adds an MH-6 and an AH-6 Little Bird and a UH-60 Black Hawk. 1.7.2: soldiers knocked out beyond saving no longer lie there for good: without a medic they die (a player within 150 m can still patch them up), so worn squads rotate out and come back at eight. The Mi-8 gunship fires its rockets in smaller volleys across both runs and heads home when its pods are empty. The commanders now order the squads that are free instead of re-sending ones already on the move. 1.7.1: bigger armies. Every squad is now eight men, so the war grows toward 400 soldiers a side (800 in all) as squads are replaced. Keeps 1.7.0's minimap and map flags. 1.7.0: Battlefield-inspired circular Everon minimap with terrain, friendly and squad markers, objective flags, and a clearer combat feed. The full map now shows named town flags coloured by current ownership (blue US, red Soviet, grey neutral), alongside friendly units. 1.6.0: build your own defenses. Hold the action at the engineers' table by the Airport flag, or at the back of the engineer truck anywhere on the island, to open the building mode: sandbags, walls, wire, bunkers, towers, MG nests, AA guns and mortar pits. Place an outline, then dig it in with your E-tool (more hands dig faster). The Airport's vehicle depot and helipad now hand out vehicles, and building, requests and arsenals cost no supplies. 1.5.0: helicopters in the war. Hueys fly in from the sea, land at the Airport helipad and leave again; US UH-1H gunships take off from the Airport and make rocket runs on Soviet squads at the front; Soviet Mi-8 gunships hit US squads. A garrison holds the Airport while players are near: gunners on the machine-gun nests, the AA gun and the M60, sentries at the guard towers, and a patrol. 1.4.0: the Airport is a working airbase. Fourteen vehicles wait in the motor pool (three Hueys including a rocket gunship, armed jeeps and Humvees, an ambulance, transport, engineer and repair trucks, and a LAV-25); take one and another stands in its place a minute later. Around the flag: an ammo point with arsenals, a fuel point, guard towers, machine-gun nests, an AA gun, a mortar pit, a bunker, floodlights, wire and tank traps. New loading screen artwork. 1.3.0: a Battlefield 2 style deploy screen. On joining and after each death, pick the Airport (always open, with its motor pool) or any open front-line flag on the map. Anyone who hasn't deployed after 90 seconds is sent to the open flag nearest where they fell. Stuck AI squads are freed sooner. - 17 flags across Everon, from the Airport (US) to Saint Pierre (Soviets); Battlefield 2 style captures with the Ten Thousand Day War's rules. - Commander orders are read out on the radio; captured flags pay out a light vehicle. - Long AI moves go in legs, stuck squads are rerouted, and worn-out squads reform so both armies stay near 300.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 17:11:17 GMT
- Last Modified
- Sun, 27 Sep 2026 17:11:22 GMT
1.8.1
The Thin Red Line - whole-island war (LanMecca test build). 1.8.1: tank crews stay in their tanks when the tank gets stuck (they back off and try again instead of bailing out), and wrecks and abandoned tanks nobody took are cleared after 20 minutes when no player is near. 1.8.0: armour and new helicopters (needs the WCS_T-72, WCS_M1A1, WCS_Mi-24V, MH-6J and UH-60 Workshop mods, which the server downloads for you). Soviet T-72Bs counterattack front-line towns, a town with players in it first, escorted by rifle squads: they shell it from a firing position short of the town, then roll in, and once the town falls they roll on to the next. US M1A1s do the same for our side. Tanks are rare: at most three T-72s and two M1A1s at a time, and a lost tank takes 15-20 minutes to replace. US gunship runs are now flown by AH-6 Little Birds, Soviet ones by Mi-24 Hinds. The Airport motor pool adds an MH-6 and an AH-6 Little Bird and a UH-60 Black Hawk. 1.7.2: soldiers knocked out beyond saving no longer lie there for good: without a medic they die (a player within 150 m can still patch them up), so worn squads rotate out and come back at eight. The Mi-8 gunship fires its rockets in smaller volleys across both runs and heads home when its pods are empty. The commanders now order the squads that are free instead of re-sending ones already on the move. 1.7.1: bigger armies. Every squad is now eight men, so the war grows toward 400 soldiers a side (800 in all) as squads are replaced. Keeps 1.7.0's minimap and map flags. 1.7.0: Battlefield-inspired circular Everon minimap with terrain, friendly and squad markers, objective flags, and a clearer combat feed. The full map now shows named town flags coloured by current ownership (blue US, red Soviet, grey neutral), alongside friendly units. 1.6.0: build your own defenses. Hold the action at the engineers' table by the Airport flag, or at the back of the engineer truck anywhere on the island, to open the building mode: sandbags, walls, wire, bunkers, towers, MG nests, AA guns and mortar pits. Place an outline, then dig it in with your E-tool (more hands dig faster). The Airport's vehicle depot and helipad now hand out vehicles, and building, requests and arsenals cost no supplies. 1.5.0: helicopters in the war. Hueys fly in from the sea, land at the Airport helipad and leave again; US UH-1H gunships take off from the Airport and make rocket runs on Soviet squads at the front; Soviet Mi-8 gunships hit US squads. A garrison holds the Airport while players are near: gunners on the machine-gun nests, the AA gun and the M60, sentries at the guard towers, and a patrol. 1.4.0: the Airport is a working airbase. Fourteen vehicles wait in the motor pool (three Hueys including a rocket gunship, armed jeeps and Humvees, an ambulance, transport, engineer and repair trucks, and a LAV-25); take one and another stands in its place a minute later. Around the flag: an ammo point with arsenals, a fuel point, guard towers, machine-gun nests, an AA gun, a mortar pit, a bunker, floodlights, wire and tank traps. New loading screen artwork. 1.3.0: a Battlefield 2 style deploy screen. On joining and after each death, pick the Airport (always open, with its motor pool) or any open front-line flag on the map. Anyone who hasn't deployed after 90 seconds is sent to the open flag nearest where they fell. Stuck AI squads are freed sooner. - 17 flags across Everon, from the Airport (US) to Saint Pierre (Soviets); Battlefield 2 style captures with the Ten Thousand Day War's rules. - Commander orders are read out on the radio; captured flags pay out a light vehicle. - Long AI moves go in legs, stuck squads are rerouted, and worn-out squads reform so both armies stay near 300.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 16:42:13 GMT
- Last Modified
- Sun, 27 Sep 2026 16:42:17 GMT
1.8.0
The Thin Red Line - whole-island war (LanMecca test build). 1.8.0: armour and new helicopters (needs the WCS_T-72, WCS_M1A1, WCS_Mi-24V, MH-6J and UH-60 Workshop mods, which the server downloads for you). Soviet T-72Bs counterattack front-line towns, a town with players in it first, escorted by rifle squads: they shell it from a firing position short of the town, then roll in, and once the town falls they roll on to the next. US M1A1s do the same for our side. Tanks are rare: at most three T-72s and two M1A1s at a time, and a lost tank takes 15-20 minutes to replace. US gunship runs are now flown by AH-6 Little Birds, Soviet ones by Mi-24 Hinds. The Airport motor pool adds an MH-6 and an AH-6 Little Bird and a UH-60 Black Hawk. 1.7.2: soldiers knocked out beyond saving no longer lie there for good: without a medic they die (a player within 150 m can still patch them up), so worn squads rotate out and come back at eight. The Mi-8 gunship fires its rockets in smaller volleys across both runs and heads home when its pods are empty. The commanders now order the squads that are free instead of re-sending ones already on the move. 1.7.1: bigger armies. Every squad is now eight men, so the war grows toward 400 soldiers a side (800 in all) as squads are replaced. Keeps 1.7.0's minimap and map flags. 1.7.0: Battlefield-inspired circular Everon minimap with terrain, friendly and squad markers, objective flags, and a clearer combat feed. The full map now shows named town flags coloured by current ownership (blue US, red Soviet, grey neutral), alongside friendly units. 1.6.0: build your own defenses. Hold the action at the engineers' table by the Airport flag, or at the back of the engineer truck anywhere on the island, to open the building mode: sandbags, walls, wire, bunkers, towers, MG nests, AA guns and mortar pits. Place an outline, then dig it in with your E-tool (more hands dig faster). The Airport's vehicle depot and helipad now hand out vehicles, and building, requests and arsenals cost no supplies. 1.5.0: helicopters in the war. Hueys fly in from the sea, land at the Airport helipad and leave again; US UH-1H gunships take off from the Airport and make rocket runs on Soviet squads at the front; Soviet Mi-8 gunships hit US squads. A garrison holds the Airport while players are near: gunners on the machine-gun nests, the AA gun and the M60, sentries at the guard towers, and a patrol. 1.4.0: the Airport is a working airbase. Fourteen vehicles wait in the motor pool (three Hueys including a rocket gunship, armed jeeps and Humvees, an ambulance, transport, engineer and repair trucks, and a LAV-25); take one and another stands in its place a minute later. Around the flag: an ammo point with arsenals, a fuel point, guard towers, machine-gun nests, an AA gun, a mortar pit, a bunker, floodlights, wire and tank traps. New loading screen artwork. 1.3.0: a Battlefield 2 style deploy screen. On joining and after each death, pick the Airport (always open, with its motor pool) or any open front-line flag on the map. Anyone who hasn't deployed after 90 seconds is sent to the open flag nearest where they fell. Stuck AI squads are freed sooner. - 17 flags across Everon, from the Airport (US) to Saint Pierre (Soviets); Battlefield 2 style captures with the Ten Thousand Day War's rules. - Commander orders are read out on the radio; captured flags pay out a light vehicle. - Long AI moves go in legs, stuck squads are rerouted, and worn-out squads reform so both armies stay near 300.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 16:35:21 GMT
- Last Modified
- Sun, 27 Sep 2026 16:35:27 GMT
1.7.2
The Thin Red Line - whole-island war (LanMecca test build). 1.7.2: soldiers knocked out beyond saving no longer lie there for good: without a medic they die (a player within 150 m can still patch them up), so worn squads rotate out and come back at eight. The Mi-8 gunship fires its rockets in smaller volleys across both runs and heads home when its pods are empty. The commanders now order the squads that are free instead of re-sending ones already on the move. 1.7.1: bigger armies. Every squad is now eight men, so the war grows toward 400 soldiers a side (800 in all) as squads are replaced. Keeps 1.7.0's minimap and map flags. 1.7.0: Battlefield-inspired circular Everon minimap with terrain, friendly and squad markers, objective flags, and a clearer combat feed. The full map now shows named town flags coloured by current ownership (blue US, red Soviet, grey neutral), alongside friendly units. 1.6.0: build your own defenses. Hold the action at the engineers' table by the Airport flag, or at the back of the engineer truck anywhere on the island, to open the building mode: sandbags, walls, wire, bunkers, towers, MG nests, AA guns and mortar pits. Place an outline, then dig it in with your E-tool (more hands dig faster). The Airport's vehicle depot and helipad now hand out vehicles, and building, requests and arsenals cost no supplies. 1.5.0: helicopters in the war. Hueys fly in from the sea, land at the Airport helipad and leave again; US UH-1H gunships take off from the Airport and make rocket runs on Soviet squads at the front; Soviet Mi-8 gunships hit US squads. A garrison holds the Airport while players are near: gunners on the machine-gun nests, the AA gun and the M60, sentries at the guard towers, and a patrol. 1.4.0: the Airport is a working airbase. Fourteen vehicles wait in the motor pool (three Hueys including a rocket gunship, armed jeeps and Humvees, an ambulance, transport, engineer and repair trucks, and a LAV-25); take one and another stands in its place a minute later. Around the flag: an ammo point with arsenals, a fuel point, guard towers, machine-gun nests, an AA gun, a mortar pit, a bunker, floodlights, wire and tank traps. New loading screen artwork. 1.3.0: a Battlefield 2 style deploy screen. On joining and after each death, pick the Airport (always open, with its motor pool) or any open front-line flag on the map. Anyone who hasn't deployed after 90 seconds is sent to the open flag nearest where they fell. Stuck AI squads are freed sooner. - 17 flags across Everon, from the Airport (US) to Saint Pierre (Soviets); Battlefield 2 style captures with the Ten Thousand Day War's rules. - Commander orders are read out on the radio; captured flags pay out a light vehicle. - Long AI moves go in legs, stuck squads are rerouted, and worn-out squads reform so both armies stay near 300.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 15:48:18 GMT
- Last Modified
- Sun, 27 Sep 2026 15:48:23 GMT
1.7.1
The Thin Red Line - whole-island war (LanMecca test build). 1.7.1: bigger armies. Every squad is now eight men, so the war grows toward 400 soldiers a side (800 in all) as squads are replaced. Keeps 1.7.0's minimap and map flags. 1.7.0: Battlefield-inspired circular Everon minimap with terrain, friendly and squad markers, objective flags, and a clearer combat feed. The full map now shows named town flags coloured by current ownership (blue US, red Soviet, grey neutral), alongside friendly units. 1.6.0: build your own defenses. Hold the action at the engineers' table by the Airport flag, or at the back of the engineer truck anywhere on the island, to open the building mode: sandbags, walls, wire, bunkers, towers, MG nests, AA guns and mortar pits. Place an outline, then dig it in with your E-tool (more hands dig faster). The Airport's vehicle depot and helipad now hand out vehicles, and building, requests and arsenals cost no supplies. 1.5.0: helicopters in the war. Hueys fly in from the sea, land at the Airport helipad and leave again; US UH-1H gunships take off from the Airport and make rocket runs on Soviet squads at the front; Soviet Mi-8 gunships hit US squads. A garrison holds the Airport while players are near: gunners on the machine-gun nests, the AA gun and the M60, sentries at the guard towers, and a patrol. 1.4.0: the Airport is a working airbase. Fourteen vehicles wait in the motor pool (three Hueys including a rocket gunship, armed jeeps and Humvees, an ambulance, transport, engineer and repair trucks, and a LAV-25); take one and another stands in its place a minute later. Around the flag: an ammo point with arsenals, a fuel point, guard towers, machine-gun nests, an AA gun, a mortar pit, a bunker, floodlights, wire and tank traps. New loading screen artwork. 1.3.0: a Battlefield 2 style deploy screen. On joining and after each death, pick the Airport (always open, with its motor pool) or any open front-line flag on the map. Anyone who hasn't deployed after 90 seconds is sent to the open flag nearest where they fell. Stuck AI squads are freed sooner. - 17 flags across Everon, from the Airport (US) to Saint Pierre (Soviets); Battlefield 2 style captures with the Ten Thousand Day War's rules. - Commander orders are read out on the radio; captured flags pay out a light vehicle. - Long AI moves go in legs, stuck squads are rerouted, and worn-out squads reform so both armies stay near 300.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 13:49:23 GMT
- Last Modified
- Sun, 27 Sep 2026 13:49:32 GMT
1.7.0
Battlefield-inspired circular Everon minimap with terrain, friendly and squad markers, objective flags, and a clearer combat feed. The full map now shows named town flags coloured by current ownership (blue US, red Soviet, grey neutral), alongside friendly units. Preserves the 1.6.0 island campaign, airport, building, vehicles and commander systems.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 13:17:05 GMT
- Last Modified
- Sun, 27 Sep 2026 13:17:09 GMT
1.6.0
The Thin Red Line - whole-island war (LanMecca test build). 1.6.0: build your own defenses. Hold the action at the engineers' table by the Airport flag, or at the back of the engineer truck anywhere on the island, to open the building mode: sandbags, walls, wire, bunkers, towers, MG nests, AA guns and mortar pits. Place an outline, then dig it in with your E-tool (more hands dig faster). The Airport's vehicle depot and helipad now hand out vehicles, and building, requests and arsenals cost no supplies. 1.5.0: helicopters in the war. Hueys fly in from the sea, land at the Airport helipad and leave again; US UH-1H gunships take off from the Airport and make rocket runs on Soviet squads at the front; Soviet Mi-8 gunships hit US squads. A garrison holds the Airport while players are near: gunners on the machine-gun nests, the AA gun and the M60, sentries at the guard towers, and a patrol. 1.4.0: the Airport is a working airbase. Fourteen vehicles wait in the motor pool (three Hueys including a rocket gunship, armed jeeps and Humvees, an ambulance, transport, engineer and repair trucks, and a LAV-25); take one and another stands in its place a minute later. Around the flag: an ammo point with arsenals, a fuel point, guard towers, machine-gun nests, an AA gun, a mortar pit, a bunker, floodlights, wire and tank traps. New loading screen artwork. 1.3.0: a Battlefield 2 style deploy screen. On joining and after each death, pick the Airport (always open, with its motor pool) or any open front-line flag on the map. Anyone who hasn't deployed after 90 seconds is sent to the open flag nearest where they fell. Stuck AI squads are freed sooner. - 17 flags across Everon, from the Airport (US) to Saint Pierre (Soviets); Battlefield 2 style captures with the Ten Thousand Day War's rules. - Commander orders are read out on the radio; captured flags pay out a light vehicle. - Long AI moves go in legs, stuck squads are rerouted, and worn-out squads reform so both armies stay near 300.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 10:44:43 GMT
- Last Modified
- Sun, 27 Sep 2026 10:44:48 GMT
1.5.0
The Thin Red Line - whole-island war (LanMecca test build). 1.5.0: helicopters in the war. Hueys fly in from the sea, land at the Airport helipad and leave again; US UH-1H gunships take off from the Airport and make rocket runs on Soviet squads at the front; Soviet Mi-8 gunships hit US squads. A garrison holds the Airport while players are near: gunners on the machine-gun nests, the AA gun and the M60, sentries at the guard towers, and a patrol. 1.4.0: the Airport is a working airbase. Fourteen vehicles wait in the motor pool (three Hueys including a rocket gunship, armed jeeps and Humvees, an ambulance, transport, engineer and repair trucks, and a LAV-25); take one and another stands in its place a minute later. Around the flag: an ammo point with arsenals, a fuel point, guard towers, machine-gun nests, an AA gun, a mortar pit, a bunker, floodlights, wire and tank traps. New loading screen artwork. 1.3.0: a Battlefield 2 style deploy screen. On joining and after each death, pick the Airport (always open, with its motor pool) or any open front-line flag on the map. Anyone who hasn't deployed after 90 seconds is sent to the open flag nearest where they fell. Stuck AI squads are freed sooner. - 17 flags across Everon, from the Airport (US) to Saint Pierre (Soviets); Battlefield 2 style captures with the Ten Thousand Day War's rules. - Commander orders are read out on the radio; captured flags pay out a light vehicle. - Long AI moves go in legs, stuck squads are rerouted, and worn-out squads reform so both armies stay near 300.
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 06:54:46 GMT
- Last Modified
- Sun, 27 Sep 2026 06:55:05 GMT