A hotfix patch that fixes bugs we found and challenge issues.
How to Install:
You need 'The End Of Days 0.97.5' files to make the mod work!
Download it from here: Moddb.com
Drag and drop files from 'TEOD_0975_PATCH1' inside of your mod folder. Replace the old files with new ones.
RUN THE MOD USING THE LAUNCHER ONLY! OTHERWISE IT'LL RUN ZERO HOUR!
If you have problems with installation, get help on our Discord Server: Discord.gg
We will be very thankful, if you support the mod: Paypal.com
Changelog:
BALANCE:
- Shaheen Launcher, Kurier, Topol-M, DF-21 and DF-41 can no longer enter Tunnel Network.
- Nuclear Bomb Truck takes more damage from Tanks and Aircraft now. Takes less damage from all kinds of machine guns in exchange. Price reduced from 1500 to 1200.
- Increased price HT-233 from 600 to 800.
- Increased price for 200$ for HQ-9, S-300 and THAAD.
- XQ-58 Valkyrie and S-70 Okhotnik can now survive one Long Range SAM. Only the second one will kill the drone.
- Decreased experience given by destroying Valkyrie and Okhotnik. Increased experience given by destroying S-300, THAAD and HQ-9.
- Firebase cannot be sold after weapon upgrade now.
- Deployed MRS units grant bigger vision range now.
- Slightly increased movement speed of Terrorist. Increased unit’s vulnerability against machine guns.
- Increased vulnerability of Viral Tanks against tanks and aircraft.
BUGS:
- Fixed an issue with MTP-A4 not being able to build Infantry Bunkers.
- Hotkey fixes.
- Fixed Phosphorus Upgrade description
- (Hopefully) Fixed an issue with Topol-M and DF-41 not being able to launch missiles sometimes.
- Fixed damaged model of Centurion C-RAM
- Fixed an issue with Viral weapons affecting air units.
- Aircraft and artillery no longer get revealed randomly for all players.
- Fixed an issue with S-75 not firing properly after Salvage Upgrade.
- Fixed performance issues when playing against AI.
- Fixed an issue with AGM-129 missiles being stealth after upgrade.
This is patch!, not a full version. You need 0.975 installed before adding this patch. Please install it over old 0.975 files.
I hope we've fixed the most problematic things. Have fun!
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Hello, I am a player from China, I like this mod very much and I have been playing it. I would like to know if there was a game crash when I used the Russian side after the mod was upgraded to 0975PATCH1, have you ever encountered this problem? Looking forward to your reply. Thank you very much
How does not allowing for the Firebase to be sold after weapons upgrade balance it?
Because we can't remove the components after selling and they float in air. There is no other way :)
Then return it to the vanilla firebase in that it's a howitzer.
Because of sell button, you are not serious :)
I like the look of the new firebase, so I was refering to the component thing. And if it works.¯\_(ツ)_/¯
Bradley takes 2-3 burst to kill a single infantry, is that intentional?
How much it should take, please tell me :)
I think 1 burst is fair enough or at least make the damage radius bigger since it's shooting air burst rounds. Should be able to damage garrisoned infantry too.
In fact, I think all units with air burst munitions should be able to damage garrisoned infantry as well (Sparka, Marine's grenade launcher, etc.)
But that's just my opinion though.
And speaking of opinions, here's a few more that I hope you consider:
I thought it was obvious at first but you still haven't fixed the Marines using Seals voice lines.
Marine's Grenade launcher should have more deviation on impact (They shoot too straight).
Spetsnaz and Pathfinder stealth condition should be switched - it fits their profile more.
Spetsnaz – unit is stealthed while moving or idle. Unit will reveal itself upon attacking.
Pathfinder – unit is stealthed while idle or attacking. Unit will reveal itself upon moving.
Makes more sense.
AC-130 Gunship is a little too big (or it should be flying a little higher).
Units MOVE to ATTACK on their own (just to be killed) and sometimes NOT attacking when being attacked (very inconsistent and some units does it, and some don't).
I could go in great detail on how the problem occurs but it would be a very long article and I'm pretty sure you understand what I'm trying to say.
A10 Not going back to rearm missiles when in guard mode.
There's a few more - I just need to remember them all.
Honestly, I just want you to keep the REALISTIC aspect of this mod which we love so much (without sacrificing balance of course).
Cheers!
>Spetsnaz and Pathfinder stealth condition should be switched - it fits their profile more.
logically you are right, but Pathfinder serves a side-purpose of recon, that's why it mostly stealthed, yet Spetsnaz seems to be meant as a "Saboteur-Ambusher". at least that's how i understand mod concept.
>AC-130 Gunship is a little too big (or it should be flying a little higher).
it depends what you compare it to = for RF paradrop planes AC-130 is still like a kid. actually i'd make it even bigger, make it fly higher and faster(GLA drop plane as an example).
If that's the case with the Pathfinder, don't you think the USA has a bit too much recon ? Spy drone, Spy Satellite, CIA Intelligence, Scout Sensor, Search and Destroy... and Pathfinder?
And if Spetsnaz is meant for Sabotage/Ambush - Stealth while Moving or Idle but reveals itself when ATTACKING fits its role perfectly.
But again, just my opinion.
Cheers!
1 burst will destroy the balance, it will be like sniper weapon...
Marine Voice Overs, we simply don't have such. It's not about fixing, but finding voice actors...
Pathfinder and SPetsnaz it's all related to balance, REALISM my friend can't be fully applied for a game.
Units move to attack and so on I told you, check your Option, there is a check box for units being aggressive or not, it's not a mod problem - It's the Retaliation button...
you did good with Spectre size this patch, please pay attention to B52 = same small size and speed problem, comparably to TU160(i understand TU160 may be faster due to special wings, but still B52 is too smaller and slower).
The sniper (Pathfinder), which has a slower rate of fire, could have more range than the Bradley, and vice versa.
Pathfinder: Scout + Picking off enemy one at a time.
Bradley: Up close and personal, Assault and Infantry Support Vehicle. (And a medic aura upgrade would be nice, but I know that's just too much lol)
And regarding the units' aggression, it's not my settings (I've checked everything). The problem is that it's inconsistent - some units are aggressive, some are not. I'll try to reinstall (again) to see if that works.
I really appreciate your replies, a good dev always does :)
Cheers!
Some units like artillery units have the code CANNOT_RETALIATE, other are able to retaliate, this is normal ZH behavior, nothing to do with our work...
Hi Alexei, regarding the units' aggression - I did some research and testing, I think I may have fixed my problem.
Using the Final BIG Editor, I just edited the line on the AIData.ini:
AttackUsesLineOfSight = Yes
And changed it to:
AttackUssesLineOfSight = No
Now the units is not so aggressive anymore and doesn't move to attack enemies (and base defense) which would sometimes put them in harms way.
Problem is that if there is an enemy behind a building, they will still try to shot the enemy through the building.
But I guess that's better than automatically moving or going around the building just to engage the enemy which could endanger them more.
I hope that helps.
Cheers!
"Spetsnaz – unit is stealthed while moving or idle. Unit will reveal itself upon attacking.
Pathfinder – unit is stealthed while idle or attacking. Unit will reveal itself upon moving."
At the same time: Pathfinder - has Ghillie camo suit, has no silencer on a weapon -> Should be stealth when attacking
Spetsnaz - has no camouflage, has VSS sniper rifle that is almost 100% silent when firing IRL -> Shouldn't be stealth when attacking
This doesn't make more sense. It makes no sense at all man.
Edit: Took me a while to understand your comment but now I do.
So would it be possible to just give the Pathfinder a silencer and give the Spetsnaz some camouflage so that it would make sense?
And deattach VSS silencer. 🤔
Common sense will tell you that if you were to ambush an enemy (ideally up-close), your "stealth" will be compromised 99% of the time regardless if you have a suppressed weapon or not.
The other 1% is if somehow you have to ambush a squad of toddlers.
I only saw your comment today by the way. LOL
When i build the spy drone it got revealing somehow even it still at the base with no enemy detect stealth around
My match was RU vs China
observed same strange thing in RF vs China, but before last patch. did check yet if it's fixed.
Maybe enemy radar was deployed and they have huge detection range like 550-600 so...
Well that gonna be a super threat for the drone, i guess we had to accept that or if you can lower detection range a little
If I lower it you will suffer from stealth bombers ;)
Alright i understand
nah, drones were "spotted" All Over the map, even right away after creation at base.
Yes it's a bug, left over from old test. I found it. But it's only for the AI Radar. If you play PvP you won't have this problem
yeap, only PvE but irritating as AI send gattling tanks all over map and kills all drones. Hope it will be fixed in future.
It's already fixed, but will see when will release the hot fix
I found something very annoying, for example
If you send 2 jets guard an airspace but 1 of your jet run out of ammunition and have to return to the airfield the other jet still have ammunition and continue guard the area but he wont attack any units in the guard range and keep circling around until the other jet come back and destroy the target that in the guard range
I've seen something similar, but IDK why the engine does it... I'll try to find the issue
why superweapons not working on skirmish game?
Which super weapons, ZH super weapons were removed...
oh thanks. so its removed all nation? i try on russia,china but cannot find nuclear.
Try more :)
Hi, is there a way to have a shortcut to use with Gameranger ?
IDK...
The color "Dark Red" appears "missing" and the name "Russia" shows it to me as "General Nuke"
Ignore the up comment, I fixed it.
The big problem that I do have is that the AI is the Generals standard, not the TeoD AI. Could you help me fix it?
make sure you installed the mod correctly following the install instruction or read the readme file
I fixed it. thanks
the navy has been implemented yet?
I said it many times, not earlier than 1.0 :)
Are you planning to add a NATO army
If we have more help like 3d and 2d maybe we can make another faction, but since I'm doing almost all models skins and INI codding alone I don't have time and power to do it...
Dear creator,could I quote some of your models in the Five Star Light MOD?We are working on a complete MOD, in China.The original Five Star Light MOD has also been fixed to increase the quality of the game.
Sorry, but at this point we are not sharing models. After we finish 1.0 I think will be ok to share models with other mods.
BR