Changelog summary b09c14995

Incursion gets its commander. The scripted wave schedule is gone and an actual commander runs the PAVN side: it keeps squads on the field scaled to how many of you are playing, airdrops fresh squads onto hidden spots near you so the fight starts fast, converges squads onto contact, resupplies dry squads with crates and sends everyone at the LZ when you try to extract. Squads got a leader with a beret and a sergeant crown, they fire on the move, crawl toward you when the leader moves, lob grenades at snipers and at any barricade, and shout when they throw one. The medic actually does his job now and takes a grenade with him if you try to capture him. Conscripts are less accurate and hit softer, and Incursion can finally be voted on from the other modes.

Incursion commander​

  • The authored wave schedule is replaced by a commander. It keeps a number of squads deployed, plus one more for every few people on the server, and sends a new one every 5 seconds (was a minute) so the field never empties out mid round.
  • New squads airdrop onto a hidden spot away from you instead of only using the fixed spawn sets. The spawn sets are still the fallback when no hidden spot works.
  • Squads search where people have been settling. Every so often a patrolling squad heads for a hotspot, and a new squad leans on the commander's last contact.
  • When a squad makes contact the commander converges nearby patrolling squads onto it from different bearings, so a firefight pulls in more PAVN than you started with.
  • A dry squad gets a supply crate dropped near it and a rearm order. Once they reach it every rifle magazine refills. The crate lands as an empty crate afterwards.
  • At extraction, once the evacuees are inside the circle, every squad is ordered onto the LZ.
  • Squad medics respawn. When a squad falls back to its rally point and arrives, its medic is refilled, dropped in by chute if the rally is outdoors.
  • The commander never overwrites a rearm order with a converge order, and an airdropped squad's own arrival no longer counts as a contact that pulls in other squads.

PAVN squads​

  • Squad leaders have their own kit: veteran UPP uniform, beret, lightpack, and they always carry a Type 6 grenade. They wear three red chevrons above their head so you can tell who is in charge. Kill him and the next man doesn't inherit the chevrons.
  • Squads fire while they walk. A man on an ordered leg keeps moving and shoots from wherever he is, only a man with nowhere to go drops into the contact drill and takes cover. Before this whole squads stopped shooting the moment they were told to move.
  • Prone squadmen crawl toward you in short hops when their leader moves on, instead of staying stuck on the ground where they dropped.
  • Grenadiers now throw at anyone they can see holding a scoped rifle, in hand or slung in the other hand, and at any barricade in range whether or not anyone is behind it. Handrails, catwalk edges and Huey weapon mounts don't count as barricades.
  • Riflemen shout when they throw a grenade and shout again when they throw a live one back at you. The shout always gets through even if the man is mid chatter.
  • Armed M15 and Type 6 grenades flash the same red outline the 40mm rounds do, so you can see a live one on the ground.
  • Rifle range is a circle around the man, the same shape as his sight, instead of a square. Nobody gets shot from a square's corner anymore.
  • Conscripts are less accurate with a wider spray, and their bullets do less damage (50% down to 40% of normal).
  • A PAVN soldier's dropped rifle is destroyed when he permas or gets gibbed. A rifle you've already picked up, or one lying a tile away, stays.

PAVN medic​

  • The medic has a proper medic outfit and backpack, a Medic trait (faster surgery, defib and CPR, can fireman carry), and wears only the medic crown instead of medic plus enemy stacked on top of each other.
  • He stays closer to the squad. He was sitting 12 to 14 tiles back during and after a fight, too far to help anyone in time.
  • He treats people at the rally point. He was standing idle beside crit squadmates for the whole fall back because the hold never lifted. He also opens doors on the way to a patient and keeps treating once the shooting stops.
  • The patient holds still while being treated. Riflemen kept walking off mid splint so the pack never landed.
  • He carries a tricordrazine autoinjector and doses hurt men for brute and burn before patching limbs, one dose at a time so nobody overdoses.
  • With nothing else to do he patches light wounds on a parked squad, worst man first. His kit no longer runs dry after two patients.
  • Medics don't walk into fire to defib a corpse lying in it anymore. They still drag a downed man out of the flames.
  • If you kill everyone around a medic and stand next to him for a couple of seconds, he draws a grenade, primes it, and runs at you until it goes off. Capturing medics by wiping their squad was a thing.

Modes and maps​

  • Incursion can be voted on from Anomaly, Xeno Survival and Zombie Survival. It was in the game but nobody could pick it.
  • Incursion runs on LV759, LV976 and LV376.

Fixes​

  • The adversity spawner stopped warning every window about people it couldn't place an origin for. Anyone riding in the Huey or sitting on a rooftop seeing the whole area is pinned like a spectator and never used as the anchor.
 
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