Tacos Mod contain 25 new missions, 47 new weapons, rifle-grenade-launchers, flame-throwers, missions set during winter, 11 new items, 25 new ammunition types for firearms, over 60 new textures & more. The mod lean towards historical accuracy, but focuses more on game-play with missions both completely fictional & some loosely based on real events. If anyone think this is worthwhile & want to help out just PM me. Also feel free to give me feedback & your thoughts on the mod.

Post news Report RSS A5.5 Patch Released

This patch make all automatic weapons much more unique with new fire-rates, instead of all having the same as in vanilla. It also adds the last training mission & changes some other things.

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Alpha 5.5 Patch


It was a while since last update, so I released this patch which doesn't add much, but instead changes a lot of mechanics to add variety & more balance.

The reason for releasing a patch instead of a full demo is because of the size & the lack of new content. This however doesn't mean this patch is worthless as it adds a lot of variety to the already existing weapons with new fire-rates on most automatic weapons. In vanilla all automatic weapons had the same fire-rate, but not anymore! Now the MG-42 will eat ammunition like crazy, at over twice the fire-rate of the M1919A4. This adds new tactical options as you now also have to choose between a slightly deadlier weapon that eats ammunition or one that conserves it.

Other things have also been changed such as the weight of items, even ammunition types, to balance the weapon types. The damage for sub-machine-guns & pistols have been slightly increased to balance them against machine-guns & rifles, which used to have a distinct advantage even in close-quarters. Now the sub-machine-guns are legitimate assault weapons, instead of side-arms. They still however have poor accuracy & range compared to other weapons, as well as unlike machine-guns, being able to fire fairly accurate in close-quarters when standing up, giving them a unique role.

The tracer effects have been changed. Now they're smaller & is shown for every shot, instead of about every 2nd shot.

Something that had to be disabled completely in this patch to make the fire-rates work are the recoil animations for infantry. For some reason they limited the fire-rate to about vanilla values. However, this should not cause any issues game-play-wise, people will just look slightly more stale when shooting.

Welrod now have the same statistics for all difficulties & game modes, instead of being a completely different weapon for each difficulty, which was confusing.

Here are the additions that comes with the patch:

  • MG-34 Panzerlauf - Machine-Gun
  • C96 - Pistol
  • 7.63x25mmM - Ammunition
  • Advanced Training - Training Mission
  • A new back-ground scene for the campaign.

Several German vehicles now use the MG-34 Panzerlauf as their machine-gun. The MG-34 now have 50 in magazine size instead of 100, while the Panzerlauf version have 100.

The final change in the patch is that the G-41 now have the same reload time as bolt-action rifles.

I hope you guys will find this patch worthwhile, as some work has actually gone into it. I'm just sorry I can't release stuff as frequently as I used to, but I'm not giving up on this yet!
Also, what kind of things would you like me to focus on? New missions, new weapons, fine-tune mechanics & balance? Something else? Also if you have any ideas or questions feel free to ask.

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