Apply for Membership
Don't forget to vote!


Recent Donations
kr6.90 SEK
20th Feb
[TWC] Squid
€6.90 EUR
18th Jan
[TWC] nickthegreek
$10.00 USD
6th Jan
[TWC] Vieira
€10.00 EUR
28th Dec 2022
[TWC] Grusey
kr6.66 SEK
17th Sep 2022
Next »
Time Zones



EU (UTC +1)




Public Changelog 15/01/17
Forum » Public Server » Public Server Announcements
Joined: 26th Jul 2016
Rank: Inactive Member
Likes 1204
15th Jan 2018

Siege Mode:
The amount of enemy reinforcements now scales according to a preset difficulty setting that I tune per-map. Previously enemies would spawn at a lower rate according to the difficulty setting (you don’t want 70-80 enemies at a time when you’re in a little camp for example, but that’s child’s play for a full FOB) but the reinforcement count would remain the same, meaning that the mission took longer which wasn’t good enough. Difficulties have also been reduced on the maps where I set them too high initially.

Insurgency only: Enemy Weapon Restrictions
Picking up enemy weapons now has a couple of realistic potential consequences, based on the fact it has potentially been shot through. This is to discourage switching kit unless necessary.
Launchers: Picking up an enemy rocket launcher has a small change of it detonating in your face. After that there’s a small chance of it detonating when firing, and there’s also a tiny chance of it just detonating on its own as you hold on to it over time. These are all sub 5%, but it’ll be enough to make it only worthwhile for emergency use and then drop it asap.
Rifles: There’s a small chance (again, sub 5%) that the magazine will fail and disintegrate. This magazine is therefore no longer usable, and you might receive some very minor injuries as a result of the magazine coming apart right next to your arms.
These restrictions are not applied on domination, due to the amount of armoured assets. They’re also not applied on siege yet just because there’s no need at the moment, this will be revisited in time if the gameplay deems it necessary.

Thanks to Fro and Rik there is now a chance that civilians will pull a concealed weapon when you question them. This will be fleshed out in future to civilians potentially running to a nearby killed enemy and picking up their weapon when a civilian gets killed nearby, but for now I’m just getting the basic structure implemented. In future this will also be based on civilian trust and enemy morale, currently it's just a very small chance.

Since these changelogs are coming pretty often compared to game development studios and mod teams etc I’m going to be keeping these strictly to gameplay related changes going forward. I’m putting in as much effort as I can (sometimes more than 40 hours a week) into improving the public experience but this isn’t corresponding with public server health increasing, so I need to step back and figure out what I’m doing wrong before embarking on any more large scale work.
Joined: 8th Oct 2013
Rank: Member
Likes 322
15th Jan 2018

Definitely want to take this opportunity to say thank you for all the work done so far and and the on going effort you put in. Same for the quiet behind the scene work done everyday day by the nameless few. We can all agree public and Operation would not be any where near as good as they are at the moment.

Three cheers for Hobbs,
Three cheers for Bose,
Three cheers for Jayman,
Three cheers for Alkali, and
Three cheers Saxon

Long Live TWC
Joined: 26th Jul 2016
Rank: Inactive Member
Likes 1204
15th Jan 2018

Forum » Public Server » Public Server Announcements
Please login or register to reply.
Operation One Fire
0 Days, 0 Hours, 0 Minutes and 0 Seconds
Online Members
[TWC] Harry
Online now
Online Guests: 41