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r/vtolvr • … • u/sypwn

Dynamic Liberation v1.1 released!

If you missed the news, VTOL VR just released [the v1.4.3 update!](https://store.steampowered.com/news/app/667970/view/3210513624469470584)

With that I have just pushed the new version of [Dynamic Liberation](https://steamcommunity.com/sharedfiles/filedetails/?id=2785198049) as well. Quite a few changes, mostly designed to improve mission flow and keep Xray in the action.

Dynamic Liberation v1.1.0 ╠ Added capturable FOBs near sectors B and C from which AH-94 can spawn and rearm. ╠ Added AH-94 respawn point intelligent ordering: ║ ├ Respawn point will no longer be moved backwards by capturing airbases or FOBs out of order. ║ ├ Respawn point will no longer be moved to the next sector until the current sector is complete. ║ ├ (Airbases and FOBs can still be skipped.) ║ └ Activating another sector "early" will disable this feature, in case you want to run the sectors out of order. ╠ Significant rework of enemy air forces (in all sectors): ║ ├ Air forces are more consistent between sectors and more dependent on mission difficulty. ║ ├ Added multiple air patrol paths (goodbye conga line). ║ ├ Reinforcements now dependent on clearing the airspace, no longer start piling up as soon as the sector is activated. ║ ├ Reinforcements now have variable timings and approach vectors. ║ ├ Added additional waves of reinforcements. ║ └ Removed bombs from enemy CAP loadouts. ╠ Airbase changes: ║ ├ Airbase defenses are more consistent between sectors and more dependent on mission difficulty. ║ ├ Airbase SAM launchers now equipped with longer range missiles in Hard mode. ║ └ Added popup notice when a previously captured airbase is lost to bombers. ╠ Changes to multi-sector objective formerly called "Clear Sector": ║ ├ Renamed to "Clear Cities". ║ └ No longer requires clearing enemy CAP. ╠ Changes to multi-sector objective "Stealth Squadron": ║ └ Randomized takeoff timer, which is also longer. ╠ Changes to sector A objective "Attacker Squadron": ║ ├ Added 8th attacker (to match other sectors). ║ └ Added brief delay before takeoff. ╠ Changes to sector A objective "Hidden MAD-4": ║ ├ Randomized radar activation timer, which is also shorter. ║ └ Adjusted positions to be less likely to stumble upon and have further spacing between the radars. ╠ Changes to sector A objective "Artillery": ║ ├ Increased number of artillery from 4 to 6. ║ └ Adjusted positions for increased spacing between trucks. ╠ Changes to sector B objective "Aircraft Carrier": ║ ├ Randomized initial takeoff timer for aircraft. ║ ├ Carrier now keeps only a few planes in the air at a time. ║ ├ Added short delay between each plane taking off. ║ └ Rearranged planes on the deck to be far less likely to have any remaining alive after its sunk. ╠ Changes to sector C objective "Stranded Tanks": ║ └ Tank line now has multiple locations on the road it can appear. ╠ Added two new possible extra target groups in the cities (all sectors). ╠ Slightly increased probability of extra city targets for Easy mode. ╠ Tank patrols in the cities are more consistent between sectors and more dependent on mission difficulty. ╠ Added two possible long range SAM sites to sector A. ╠ Separated possible long range SAM sites in sector B so they can spawn independently. ╠ Adjusted positions of possible long range SAM sites in sector B to be more threatening. ╠ Added additional valleys and mountain cover for AH-94 pilots to use if they choose to fly between sectors. ╠ Airbases now have unique names in the comms menu. ╠ Added bullseye. ╠ Changes to selectable aircraft roles: ║ ├ Removed Delta-4. ║ ├ Added Alpha-3 and Zulu-2. ║ └ Removed gunner slot from Xray-3 (for you lone wolves). ╠ Rewrote briefing (killing many typos in the process). ╠ (Cosmetic) Bridges in sector C now connect to the roads properly. ╚ Other changes that are extremely minor or that I forgot about.

Please note that VTOL VR v1.4.3 also contains the following fixes that affected Dynamic Liberation: ╠ Performance sometimes drops to single digit FPS mid-mission for no apparent reason. ╠ Tanks and other vehicles sometimes stop in the road. ╚ Improved performance on missions with lots of units.

Please let me know if you have any issues or feedback!

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