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Changelog v0.86
Game Modes
- updated insurgency to only have 2 caches available at a time instead of the current 3.
- updated insurgency intel to require only 50 intel points to every cache (no more increasing intel points). Civilian capture gives 10 intel points instead of 7, civilian getting killed outside the ROE takes -10 intel points and all other insurgent kills gives 1 intel point.
- updated insurgency to only need 25 intel points for servers with less than 32 players total.
- removed different intel when killing insurgent officer on insurgency, insurgent officers are just like the other insurgents now wrt intel.
- updated insurgency to delete spawn points on unrevealed caches if the coalition is close (same rules as outposts and hideouts).
- added 2 RPGs per cache for insurgents on Insurgency.
- removed checks for civilians picking up weapons or using stationary weapons in vehicles. If they used those weapons they are helping the insurgents and can be engaged without penalty.
- updated civilians driving vehicles are considered threats for the same interval of time as using weapons after leaving the vehicle.
- changed civilians to get static 2 min spawn penalty + temporary ones (suicide, TK, etc) but not normal death spawn penalties.
Deployable Assets
- removed Commander build order request - Forward Outposts no longer need build orders to be constructed when a Commander is present. Commanders can still demolish an FO if he thinks its in an inappropriate area.
- changed restrictions on building FO's close to main bases.
- added new rule to disallow deploying Forward Outposts/AA/HMG too close to a vehicle supply depot (50 m) to avoid indestructible assets.
- added officer requirement to the command post, the commander must use the Officer kit to enter to avoid certain exploits.
- added kit request to conventional faction command posts.
HUD
- added new truck, jeep, rally and anti-tank spotted markers for commander.
- added new medic and ammo request icons for Squad Leaders that show up on the map.
- updated Forward Outpost spotted marker to expire to fix issues with undeleteable icons.
Kits
- updated all limited kits to require only 2 players in the squad/select to request (except crewman/pilot). Also standardized other rules that required 3 players to be 2 players (cp capture, rally setting, rally destroying, FO destroying, etc).
- added new medic system, after being revived player has a 60s timer, if shot again within this 60s timer, player is killed instead of critically wounded.
- added resuscitate hands to the civilian collaborator.
- increased wounded time to 5 min.
- changed Combat Medic to now be a limited kit.
- added Automatic Rifleman (limited) and Officer Ironsites (limited) to the spawn menu.
- improved check for squad members close when setting RP so it will hopefully count again players inside APCs.
- removed check if the player already allocated the kit being requested again to avoid annoyances when losing the kit.
Menu / Interface / Installer
- added custom PR splash screen.
- added new background movie, greatly decreasing file size.
- heavily improved the server browser in the main menu.
- added server info popup with detailed server information.
- added "Auto-Deploy" to automatically join full servers when a slot is free.
- added news ticker.
- removed MOTD popup.
- improved options menus to be easier to use and to fix bugs.
- added back pr.exe, bigger and better than before, now works properly with EA Downloader versions as well.
- added .NET Framework 3.5 SP1 to PR installer, required for new pr.exe.
- tweaked spawn screen and improved all kit selection icons.
- added ability to easily integrate localized text when they are completed as separate addons.
- added version checking to ensure that everything is installed correctly.
Weapons
- added M249 with Elcan Scope for USMC, USA and GB.
- changed all faction LMG's to now have 4x zoom on the deployed mode, and no zoom on undeployed (all conventional factions will eventually get scoped LMG's).
- changed all DM rifles to now use their own ammo variant (no tracers, "zeroed" out to 600m).
- added new 1p animations for all Sniper Rifles and the ironsights No. 4 enfield.
- added new 1p reload animations for the QBZ 95 LMG.
- increased Insurgent/Taliban SVD Dragunov mag count from 3 to 12.
- increased AKS74U recoil by 50% and deceased accuracy by 30%.
- decreased AK47 accuracy - 30% less accurate than conventional army rifles.
- increased Pistol damage drop-off.
- changed G3A3 series mag count from 8+1 to 6+1 and from 6+1 to 4+1 for supporting classes.
- improved all PDW/SMG deviation to be more realistic.
- increased AT mine max limit to 30 in world at one time per life.
- tweaked 1p M203 reload.
- tweaked 1p M4/M16 reload.
- decreaseed Epipen damage from 1000 down to 10.
- changed Alquds to automatic fire mode by default.
- added "hold bolting until button release" function on the Ironsight enfields.
- changed all LMG undeployed deviation to handle better in CQB.
- changed all LMG deployed deviation to handle better at long range (effective up to 800m).
- changed all LMG deployed deviation so it now takes eight seconds to settle, but they can be fired from all stances.
- decreased all LMG sight in time for undeployed to 0.6 seconds.
- changed Insurgent/Taliban RPG deviation - Increased settle time to 4 seconds (from 2). Accuracy reduced to 25% of what it was.
- increased all conventional L-AT weapons deviation settle time from 2 seconds to 4 seconds.
- decreased L-AT/RPG splash radius from 10m to 6m.
- standardized reload/firing times on Hellfire missles.
- removed crosshair from binoculars.
- removed startup delay for cobra/apache cannons.
- changed USMC Officer & Heavy AT classes to now use M4 variants.
- changed US Army combat medic to have ironsights M4.
- tweaked all recoil animations to be 'snappier' and make fully automatic fire slightly harder to aim with.
Vehicles
- added new PLA WZ551A with new QJC-88 MG.
- added 360 degree Commander periscope to all APC driver positions to simulate a Commander/Driver combo (like the tanks).
- changed Tranport Helicopter damage system - they now have twice the amount of HP, but get their engine disabled around 70% HP. This means crash landings will be much more common and gives passengers chance to escape more often.
- added crewman kit requirement for all tank cupola gunners.
- added new code to not allow gunners without drivers in tanks, apcs and mobile AT vehicles. You can still drive by yourself if your driver/gets out, but you won't be able to gun without somebody in the driver seat. Check only takes place when getting inside the gunner seat.
- changed HMMWV Avenger 50cal ammo count from 4 magazines to 1.
- PLA Type 95 AA vehicle has separated driver and gunner now.
- improved BTR60 off-road and climbing performance.
- changed Hydra/S8/S5 rockets to have more realistic deviation and acceleration. Kudos to the "Combined Arms" coders.
- changed A10 Hydra rocket count to 38.
- changed Z10 S5 rocket count to 64.
- improved off-road performance of UAZ Jeep - should flip less often.
- improved logistics/transport trucks off-road performance.
- removed front passenger ability to fire weapon for all logistics/transport trucks.
- added two extra passengers to RHIB.
- added "periscope" view to co-driver of BRDM-2 (seat 3)
- swapped the TOW meshes on the vBF2 TOW missile files so they use the new USI TOW Mesh instead of the crappy vbf2 one.
Sounds
- standardized vehicle engine sound distances. cars/wheeled vehicles = 200m, tanks/tracked vehicles = 600m, helicopters = 800m, jets = 1000m.
- increased audible distance of bullet impacts.
- changed A10 autocannon firing sound.
- added new Hydra/CAS Dumb Fire rocket explosion sounds.
- added new QBZ series firing sounds.
- added new L85 series firing sounds.
- added new flyby sounds to 20-30mm Attack Helicopter rounds.
- added new fly-by sound to all APC 25mm projectiles.
- added new fly-by sound to all Attack Helicopter unguided missles.
- added new firing sound for hydra rockets.
- added new firing sound for cobra/apache cannon.
- removed commander radio voice messages for all spottings (only shows text now) to lessen the unpleasant audio spam when CO is doing heavy spotting.
- tweaked M24 3p fire sound.
Maps
- Bi Ming performance tweaks, should run much better now.
- Fallujah West performance tweaks, should run better (or not :P )
- Karbala edits to US Mainbase, moved to NE corner of map with large dome of death.
- Jabal added UH1 Huey with Rockets and BRDM Gaskin.
- Qwai River littlebirds and tanks removed due to low view distance, WZ551A added.
- various vehicle loadout tweaks on most maps.
- minor tweaks to map overviews.
Project Reality v0.86 Bug Fixes
Kits
- fixed civilians being TKed don't get negative "death" counts.
- fixed checks for when the civilian was helping insurgents with medical attention, it should now apply the correct penalties.
- fixed civilian suicide penalty - now it just uses the default penalty and gives coalition the same intel points as capture (to avoid civs suiciding to not get captured).
- fixed civilian not being marked as helping insurgents when holding medicbag/epipen for more than 60s.
- fixed spawn screen kit selection so you can't select another kit while alive/wounded to avoid reviving exploits. Unfortunately you won't be able to select kits during the round countdown timer, but after it reaches 0 you can select a kit and spawn.
- fixed spawn screen so each time you switch teams you will be on weapon slot 3 to stop exploits.
Weapons
- fixed G3 Ironsights and M249 being extra vulnerable to invisible flames.
- fixed Lee Enfield using the wrong round - fires the correct projectile now.
- fixed M4 aimpoint/ironsite missing shell ejection.
- fixed Scorpion recoil for crewmen.
- fixed L9 mag to have 13 rounds instead of 15.
- fixed MP5 movement deviation.
- fixed M14 missing scope texture.
- fixed Incendiary Grenades to ensure they do not damage armoured vehicles.
- fixed all MANPADS locktones should be audible now.
- fixed G3SG1 recoil.
- fixed AKS74U and SSGP1 not drawing at range.
- fixed ACOG not having enough black area around them for wide screen users.
- fixed QBB-95 LMG fire selector switch sound.
- fixed PPSH default trigger group so its fully automatic.
- fixed M16A4 M203 super shininess on the M203 launcher.
- fixed scoped enfield not playing bolting sound when scoped in.
Vehicles
- fixed BTR-60 driver so he can not be shot out of the APC with 25/30mm HEAT rounds, 50cal, etc.
- fixed HMMWV Avenger not drawing at long range.
- fxed HMMWV Avenger camera shake at high speeds
- fixed Insurgent technicals and cars greatly reducing the ground damage taken.
- fixed Zis3 AT cannon should now only take 1 incendiary grenade to destroy.
- fixed BTR60 kit request for MEC.
- fixed BMP3 bow coaxial guns - should now work properly.
- fixed rear camera for all logistics/transport trucks.
- fixed dirtbike passenger from seeing in 3rd person view.
- fixed issue with stryker sounds.
- fixed jet wrecks so that the full explosion effect is shown now.
- fixed BRDM Gaskin/Spandrel gunner so his feet are not sticking through the floor.
- fixed BRDM cull distance so it should draw at long range now.
- fixed HMMWV Avenger cull distance so it should draw at long range now.
- fixed TOW Humvee missile from becoming unguided at long distances.
- edited KORD 50cal to remove arabic writing
- fixed BMP3 100mm projectile fly by sound.
- fixed Stormer HUD text.
- fixed Tornado GR4 cull distance so it draws at far range.
- fixed Tornado GR4 ambient radio chatter to be English instead of German.
- fixed PLA/MEC scout chopper cannon 1p firing sound.
- fixed M249 on RHIB with ironsites, should now be aligned properly.
- fixed scimitar and warrior getting heavily/instantly destroyed when touching water.
- fixed seat animation of support Land Rover passengers.
- fixed TOW muzzle effect so it does not obscure the view with smoke.
Statics:
- fixed issue with forward outpost spawnpoints staying around even after the forward outpost is destroyed.
- fixed check for spawning near FO, even if there are RPs close you should not get warped now.
- fixed the hesco barriers so razor wire no longer destroys vehicle that run into it.
- fixed material on wood houses so shotgun slugshot no longer destroys them.
- fixed material on bridges - shovels/wrenches should NOT repair bridges any more.
- fixed supply crate drop distance - crates should now be destroyed when dropped from too far off the ground.
- fixed repair drop gas canister so its damageable by smallarms, explosions etc.
- fixed the Russian Apartment Buildings static mesh to hopefully get rid/cut down the lag on fallujah west and other new maps.
- fixed collision mesh bug with the ME Apartment buildings where ppl could walk into walls.
Well done to the Developers, Contributers and testers who worked hard behind the scenes to make it all possible.
Changelog v0.85
General Gameplay
- Updated Weapon Deviation for all weapons, hand held and stationary/mounted, has been completely overhauled to be more realistic. This includes the speed and techniques used for reloading, sighting in and deploying the weapons. Weapons are more accurate but still retain great advantages for firing in a stationary position.
- Updated limited kit request system - kits can now be requested from Faction-Specific Supply Crates and friendly APCs. Kit request removed from Forward Outposts and Rallypoints
- Added new logistics system, with 2 man trucks supplying crates that are necessary to build Forward Outposts as well as request kits. These trucks also deploy repair stations for vehicle repairs.
- Added and improved new 1st person weapon animations for nearly all handheld weapons.
- Decreased kit allocation times, infantry kits now take 5 minutes to return to the request pool after disappearing from the game world.
- Increased automatic rifleman max kits on a team from 3 to 6.
- Increased soldier sprint times and distances. Soldiers can now sprint continuously for 30 seconds, taking 90 seconds to regain all stamina back.
- Decreased transition time from prone to crouch stance
- Increased wounded time to 3 minutes.
- Added new ticket penalty system for destroying vehicles (jeeps/trucks -2 tickets, transport helicopter/apc/recon -5 tickets, tank/ifv/jets/attack helicopters -10 tickets)
- Updated Vehicle repair system - vehicles can now repair and reload at the new Vehicle Depot located at the main base. Vehicles can also get repaisr from repair stations. Wrench no longer repairs vehicles.
- Removed Jeep spawning from Forward Outposts
- Updated Wrench to now remove landmines, tripflares and grenade traps.
- Updated the overheating system on HMG's, cool down timer is now much longer for all .50 caliber weapons.
- Updated Scoring system, score for a player who has 2 punished teamkills will get his score reset to 0 (retaining all negative teamwork score).
- Added new incendiary grenade, which primary role is destroying enemy deployable assets such as Forward Outposts, HMGs, AA, foxholes and razorwire, as well as unmanned trucks and jeeps.
Game Modes
Assault & Secure v3 (AAS)
- Updated maps to use the new random AAS mode (randomly selects the CPs at start of round): Battle for Qinling, Fools Road, Kozelsk, Operation Barracuda, Qwai River
Insurgency (INS)
- Updated insurgent spawn timers, wounded insurgents can now be revived by epipen
- Updated ammo cache weapon spawns, on Iraqi Insurgent maps ammo caches spawn 1 Al-Quds RPK, 1 PKM and 1 RPG-7
- Added kit request ability to ammo caches on Insurgency maps with the Taliban faction
- Added rallypoint system for Taliban faction
- Added insurgent spawn points on all unrevealed ammo caches. When an ammo cache gets revealed the spawn point is deleted after 2 minutes
- Updated Intelligence Points System. Intel does not accumulate when all 3 caches are revealed.
- Updated Civilian ROE system: civilian player is flagged for 1 minute when equipping the medic bag and epipen, during this time the BLUFOR will not receive penalty for killing civilian player
- Updated ammo cache armor, cannot be destroyed by small arms and takes many grenades to destroy now, primary way to destroy ammo cache now will be with incendiary grenade
Command and Control (CNC)
- Removed Main Base flag captures
- Added new ticket bleed system: build all 4 of your forward outposts, and destroy all 4 of the enemy forward outposts, and the enemy will start a rapid ticket bleed
Skirmish (SKM)
- Increased capture radius for most skirmish layers
- Added Supply Crates at most CP's for kit requests
- Updated many maps to include more CP's for skirmish
- Updated ticket bleed on many skirmish layers
Counter-Attack (CA)
- Removed Counter-Attack game mode from v0.85, will return in the future, bundled together with the new "Scenario" game mode
Maps
- Added Asad Khal (MEC vs UK)
- Added Fallujah West (USMC vs INS)
- Added Karbala (USA vs INS)
- Added Kozelsk (RUS vs CHE)
- Updated Korengal Valley with new areas and 3 distinctive game modes (USA vs TAL)
- Updated Operation Archer with new statics, textures and lighting (USMC vs TAL)
- Updated all maps for gameplay, ticket and vehicle adjustments
Weapons
- Added Bayonets for Russian AK, Chechen AK, UK L85
- Added new Trip Flare (All factions)
- Added Artillery IED (Iraqi Insurgent)
- Added Grenade Trap (Iraqi Insurgent, Taliban)
- Added Proximity IED (Iraqi Insurgent, Taliban)
- Added Incendiary Grenades (All Conventional Factions)
- Added PF-98 Heavy Anti-tank (PLA)
- Added RPG-7 Tandem Warhead as a temporary placeholder (Russians)
- Added Al-Quds RPK (Iraqi Insurgent, Taliban)
- Added AKS-74u (Russians, Insurgents, Chechen, Taliban)
- Added AK-47/AKM (Insurgent, Taliban, Chechen Rebels)
- Added AK-74M Scoped, Ironsight and UGL (Russians)
- Added AK-74 Scoped, Ironsight, UGL (Insurgents, Taliban, Chechen Rebels)
- Added M16A4 w/ M68 (USMC)
- Added new buckshot and slugshot weapons for Insurgent class
- Updated shotgun firing and reload sounds and animations
- Updated G3A3 CQB Rear Apiture Sights (MEC)
- Updated M4/M16 series with new 3D Aimpoint (USA, USMC)
- Updated Eryx Scope (MEC)
- Updated Smoke Grenade skins
- Updated landmines, max deployable 20 with 20 minute decay timer after death
- Updated all assault rifle animations to look more "urgent", and averaged out the reload times to about 6-7 seconds
- Updated all light machine gun deviation to be more accurate but take longer to gain that accuracy
- Updated all light machine gun animations
- Updated AT mine deployment animation which is aprox. 5 seconds long
- Decreased field dressing deploy/reload time
- Decreased Assault Rifle scope zoom in time to 0.75 seconds
Vehicles
- Added Lynx AH-7 Transport Helicopter(British)
- Added BTR-60 APC (Russian and MEC)
- Added T-72 Tank (MEC)
- Added Gaskin Anti-Air Vehicle (MEC)
- Added Humvee Avenger Anti-Air Vehicle (USA)
- Added Logistic Trucks (All Conventional Factions)
- Added new HUD's for all Attack Helicopters
- Added new HUD's for all Russian vehicles
- Updated dirtbike with new driving mechanics and leaning ability using the mouse
- Updated Un-armed Jeeps to include more passenger seats (All Conventional Factions)
- Updated all vehicle wreck models and textures to be more realistic
- Improved and completely overhauled the BMP-3 APC weapon systems (MEC)
- Improved Huey Transport Helicopter maneuvering and flight physics (USMC)
- Fixed the HUD's for all APC passengers
- Increased explosive range of APC HE rounds (3m to 6m)
- Decreased blast radius of suicide bomb car blast
Deployable Assets
- Added new improved Razor Wire deployable
- Added new Foxhole deployable position
- Added new improved HMG deployable position
- Added new improved AA deployable position
- Updated the HMG deployable ironsights to be more helpful
Equipment and Team Assets
- Added new team specific large supply crates
- Updated the new large supply crates so that they are now team locked. Players can only rearm and request kits from your own teams crates, crates are marked with the faction flag to indicate ownership. Cannot rearm or request off enemy crates.
- Added new Vehicle Depot to all main bases for vehicle and infantry rearming, repairs and healing
- Added new deployable repair station, deployed from logistics trucks, this station slowly repairs vehicles in a 20 meter radius, each logistics truck can deploy 1 repair station
Factions
- Added new Taliban Faction for all maps based in Afghanistan
- Added new Russian Faction
- Updated Iraqi Insurgent Faction with new models and kit loadouts
- Updated Chechen Rebel Faction with new kit loadouts
- Updated All Factions to include new faces, each faction now has 4 distinct faces
Kits
- Added new class: Rifleman Specialist, spawnable infantry kit with shotgun and grapple hook
- Added incendiary grenade to all conventional army infantry kits (officer and medic included)
- Updated Combat Engineer, now a limited kit (max 2 per team) with C4 and landmines
- Updated Civilian Collaborator, now with Medic Bag and Epipen
- Removed Ghille Suit from all Snipers
- Removed Spec-Ops Kit
- Removed weapons from pilot kit
- Added GLTD to sniper kits (All conventional factions)
- Added shovel to Cell Leader kits (Iraqi Insurgent and Taliban)
Icons and Map Display
- Added new kit icons for all kits
- Added new Squad Leader Command icons: Attack, Defend, Observe, Build
- Added new icons for Command Post and Vehicle Depot
- Added all new kit icons on the kit dropbags (so kits on the ground will now have accurate kit icons)
- Removed ammo counter background
- Removed icons above nametags with "3d map" on
- Removed direction arrows on minimap soldiers
- Updated CP name coloring on the map so they are easier to read
- Updated the red screen overlay when bleeding, to tone down the blood texture a bit
- Updated many vehicle icons to have their own unique icon (TOW humvee, logistics trucks, unarmed jeeps, etc)
- Updated compass transparency and outline to be a lighter grey, but more visible
- Updated position of VOIP, heal and ammo icons to be bottom right instead of middle of screen
Sounds
- Added many new weapon and vehicle sounds
- Update to the BF2 EAX audio system
- Updates and improvements to the PR Distant sound system
- Added new military-style radio filtering for the Q and T commo rose commands
- Added new loading music for some of the new maps
- Added new win/lose music for the Russians
- Added new British Commander Voices
- Added new voip activate/deactivate sounds when speaking to Commander "V".
- Added 1/2 second of silence to the start of air asset lock warnings. This means that AA missiles should be headed your way before you get the warning.
- Increased volume and distance of engines and tracks on most Jeeps, APCs, Tanks as well as civilian vehicles
- Updated coaxial reloads so they are now on the left or right channel only
- Updated APC firing sounds to be louder and more realistic
- Removed "running low on reinforcements" bf2 voices
- Fixed ZIS3 AT Cannon reload sound
Effects
- Added new muzzle flash effects
- Added new helicopter rotor wash effect
- Added many new explosion effects
- Added new bullet impact effects
Misc Changes and Bug Fixes
- Updated Main Menu screens
- Fixed a bunch of statics that were not properly drawing at long range
- Fixed training mode so it no longer appears in server browser with the list of public internet servers (must go into training tab to join these servers)
- Fixed the soldier dead bodies, they will no longer fade out / look transparent (still disappear after 3 minutes)
- Added carrier protection so AA missles can no longer destroy helicopters on the deck of the carriers.
- Added (not by choice :P ) new consequences for picking up enemy weapons. Now if you pickup an enemy kit, you will also pick up their helmet, mag pouches and gear.
- Removed dirtbike passenger ability to fire weapons (no more drive-by IEDs)
- Updated Re-allocation rules for Officer kit to allow Squad Leaders whom may have lost their kit to easily obtain a new one
- Updated Forward Outpost Logic, must be set at least 300m away from another FO.
- Updated Forward Outpost Logic, must be set at least 300m (600m on 4km maps) away from your Command Post.
- Updated Forward Outpost Logic, can be deployed by a squad leader with the Officer or Engineer kit.
- Updated Forward Outpost Logic, FO will lose their spawn point if 3+ enemies get close to it. After killing the enemy, the spawn point will reappear in a minute or two.
Changelog v0.8
* New Weapons
* All Conventional Factions - Underbarrel Grenade Launchers - M4 M203, M16A4 M203, G3 HK79, L85A2 AG36
* US Army - M4 Carbine
* US Army, USMC and British - M249 SAW/Minimi
* MEC - SSGP1 Sniper Rifle
* MEC - G3SG1 Rifle
* MEC - RPG26 Anti Tank
* British - L85A2 Bayonet
* British - L86 Light Support Weapon
* Coalition Factions on Insurgency maps - Zipties
* Militia and Insurgents - Short Magazine Lee Enfield No.4 Rifle - Ironsights and Scoped
* Militia and Insurgents - Samozaryadniy Karabin sistemi Simonova (SKS)
* Insurgents - Molotov Cocktail
* Insurgents - RKG-3 Anti Tank Grenade
* Insurgents - Cellular Telephone
* Medic Tools - Resuscitate Compression
* Medic Tools - Epinephrine Auto Injector
* New Vehicles
* US Army - M2A2 Bradley APC
* US Army - UH-60 Blackhawk
* US Army - M1126 Stryker ICV
* US Army and USMC - HMMWV
* British - Stormer Anti Air Vehicle
* British - RAF Tornado GR4
* All Conventional Factions - Return of the support jeeps
* New Commander Features
* Enterable Command Post - required for all commander functions
* Commander placeable map markers to help team coordination
* Spotting system for squad leaders and commander
* Commander deployed off-map artillery, mortars and JDAM strikes
* New Deployable Assets
* All Conventional Factions and Militia - Deployable Heavy Machine Guns
* Insurgents - Deployable Insurgent Hideouts
* New Game Modes
* Assault and Secure Version 3: In this third installment of Advance And Secure, we include random control points. Inspired by the Insurgency game mode, the addition of randomness to a game mode provides great replayablity with different set of objectives each time you play. Of course, it won't be as random as Insurgency, but still adds different takes on several maps.
* Command & Control (CnC): This new game mode features large freeform battles. There are no CP�s except for the operations bases. The enemy base can be attacked once all 4 forward outposts have been constructed. Combat can take place at any part of the map as the teams try to advance closer towards the enemy base and fortify vital positions along the way.
* Skirmish: This game mode is a scaled down version of Advance and Secure, intended for fewer players. It is perfect for clan matches and small infantry engagements. Skirmish has the same rules as AAS but with smaller combat zones, fewer CPs, no vehicles or deployable assets as well as fewer tickets.
* Training Mode: This game mode is mainly for training with different equipment and vehicles. Friendly fire is off. Spawning is very fast, and vehicles are abundant. Tickets are unlimited in this mode.
* New Maps
* Korengal Valley (US Army vs INS)
* Muttrah City 2 (USMC vs MEC)
* Operation Barracuda (USMC vs PLA)
* Ramiel (US Army vs INS)
* Tad Sae (USMC vs PLA)
* New Animations, Sounds and Effects
* Total animation and sound overhaul to immerse the player in the battlefield
* Slowed down sight transistion times for all weapons, relative to their projected effectiveness on the battlefield
* New recoil animations to achieve a much more fluid effect when firing
* Grenades have a hand indicator, showing the general area where the grenade is going to go at throwing
* Reload animations and times have been extended
* Light anti-tank, heavy anti-tank and hand-held anti-air launchers have extended deploy times, with animations accompanying them
* New fire sounds for various weapons, from grenades, explosives, small arms and missile systems
* New visual effects such as smoke, missile trails, cannon fire, impacts, grenade explosions and area attack impacts
* Bug Fixes and Tweaks
* Enhanced weapon deviation system to promote even more tactical play
* Tweaked rally point system to allow for much more flexible placement of rally points
* Spawn Time exploit fixed (no longer able to reduce spawn time by selecting kits)
* Instant Tank Gunner exploit fixed (no longer able to leave/join squad to remove the delay to use)
* Insurgency game mode overhauled and stabilized
* Fixed vBF2 "out of breath" sound bug
Changelog v0.75
Bug Fixes and Tweaks
We have concentrated on tackling as many bugs as possible, here is a list of the major issues resolved in the Project Reality v0.75 Patch.
Militia rally collision mesh improved
Scimitar tracer length reduced
Building glitches removed
Increased "time to live" of laser targets to 30s
Added a 3 second delay-to-use on all stationary heavy and light machine guns
Removed heavy anti-tank missile warning for the targets; improved aiming and control
Weapon handling improvements and tweaks, especially for the sniper and designated marksmen rifles
Improved ammo bags and field dressings to not fall through the floor
Updated deployable assets rules to enable building next to 2 supply crates
Improved Warrior and Scimitar cannons
Improvements to armor turret stabilization and thermal vision.
Officers no longer see the health of vehicles (engineers now have this ability)
Grenade throwing range, as well as grenade explosive force and radius have been reduced.
Grenades, smoke, and other items that are thrown have deviation when running and/or jumping.
Komplettes Changelog
New Features and Updates:
Project Reality has finally been blessed with the highly anticipated WAH-64 Apache. Initially planned to be in the v0.6 release, this two-seat attack helicopter was excluded due to a minor coding mishap, but it is now included on Kashan Desert (32 player version).The main update included in the v0.61 patch is the completely revamped British Woodland and Desert Skins. Both were re-designed from the ground up by two of our very own community members, Spush and Shiftys1023. I will let the screenshots do the talking for this one.
Bug Fixes and Code Changes:
The v0.61 patch optimizes both the client and server side python code, updates the localization files, and incorporates various sound tweaks. Improvements have also been performed to multiple maps, improving their overall stability. Some of the major changes/fixes include:
Servers can run localized versions of the server messages for kit request, rally points, commander assets, etc. (Dutch, English, French, German, Hebrew, Italian, Polish, Portuguese, Portuguese (Brazilian), Spanish and Swedish).
Ammunition can be obtained from rally points like intended.
Insurgency game mode has been overhauled.
Crewman kit does not have a wrench anymore.
Totally new parachute logic (depending on the time from opening until you hit the ground you take different amounts of damage - 30s for no damage).
Multiple map updates to improve balance and game play.
Commander trucks can now be requested at bunkers and firebases.
Scoring system updates to encourage teamwork