Beta5:
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1. CHANGED: For space reasons and WOUNDS version reasons, removed connection to specific Domination version, v1 is good enough.

2. ADDED: On request, added stretchers to all squad trucks. WOUNDS version not required.

3. ADDED: WOUNDS version. Everyone will get two bandages per crate, squad leaders the double, and medics a lot to give around. Morphine and epinephrine only for medics. Uses the module that prevents non medics from using epinephrine and morphine. So...

4. ADDED: Due to WOUNDS, a hostpital in the base in case you don't have a medic around. Supersimple, just to test if it works. Unconscious players are now out of luck and will have to respawn. Ambulance has no practical function yet.

5. FIXED: You should again get back what you had when you were killed.

6. CHANGED: Radio range for automatically forwarded messages over group radio increased from 500m to 1000m to match a2t short range radio range. Also messages will come as yellow commandChat for radio carrier.

7. ADDED: Charlie engineers gets new toys in big crate :). Note that both roles needs to be occupied in order to make it work. These a not solo weapons, and teamplay is enforced this way to avoid spamming. Again, they will be lost forever if destroyed, so place them well.

8. CHANGED: Some weather readout stuff, will now use Calm winds and Light and variable for very low winds.

9. FIXED: Grass Cutter works again when Charlie Engineers creates a "fortification". Class name had been changed.

10. FIXED: Better handling of the personal ammo crates at your starting position. Is setPos'd after creation, hopefully looks better and equal for all now. Also put in a grasscutter in the area.

11. CHANGED: Squad trucks will be filled with M72s instead of M136s. MHQs still have the usual two, and I don't touch the 4 in the ammo truck, except giving it 12 more M72s. More than enough.

12. ADDED: SPAS12 Shotguns for the Army "Engineer" classes, means only Alpha and Bravo gets them (and M1014). Can't really see their purpose in this mission though.

13. CHANGED: Due to heavy weapons now available for Charlie Engineers, chances to get TOW, AA Pod, or or M119 at mission startup has been set to 60%, 35%, and 10% respectively.

14. REMOVED: All traces of T90. Without tanks, planes and gunships combined with planned ARENA defense, the options of fighting them are extremely limited. You may still face T72s in counterattacks though.

15. CHANGED: Respawn time set to original Domination 20 second, due to using ACE "poor mans revive" feature. Timer defaults to 300 seconds, but anyone trying to "cheat" and respawn instead will get punished by having to wait the full timer followed by a new respawn (known bug, but added punishment is another death in the scoreboard, so there you have it :)). Might be tough on lone players waiting for company on a persistent server, so I'm hoping ACE considers a solution for that. Maybe set revive timer to zero for all players waiting if everyone is down.

16. CHANGED: New AI artillery breakout oppurtunities. They will not use artillery if they have air units in the area, spotter was not class man, or if spotter dies during initial or adjustment "chatter".

17. FIXED: Some issues in the radio system where you would get messages if you were dead or your radioman was dead. Not sure yet if this covers unconscious state. TODO: Check if it does.

18. FIXED: HQ messages again shows up on the command channel for those who carries a west radio ruck. Was caused by checking against only a single radio, but now that we have more something needed to change.

19. FIXED: Admins no longer able to unlock enemy vehicles. That was not the intended use for this :) Lockable/unlockable vehicles is defined in d_radiovehicles.

20. CHANGED: Beta5 is archived, and contains two versions; regular ACE and ACE Wounds. The simple trigger in the base hospital will still be running in the non wounds version, just ignore it and use it's "Heal at" action instead.

Beta4:
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1. CHANGED: Added two second delay before AiArty smoke starts. Incoming sound should now be heard before smoke starts to build.

2. DONE: Remove player names completely from scripts, although I've never seen it happen on our server, only on FoW.

3. ATTEMPTED: Get rid of Local Governor secondary, due to the size of the main target areas. Bigger structures are easier to find.

4. DONE: Script running on vehicles, to shut them off when people are not in drivers position. Fixed by temporarily removing fuel, as engineOn command doesn't work for these.

5. TODO: Weird bug in x_setupplayer,sqf. How can x_client not be defined? That is not possible! Rare bug, but everything will fail on client.

6. REJECTED (Doesn't work with helicopters): Add back towing vehicles? Could be a solution for getting crashlanded choppers in the base to get to the repair point.

7. DONE: Automatically give USMC Machinegunners earplugs on respawn. Check if it only happens for these, which I think.

8. TODO: Chatter and coordinates during air drop.

9. REJECTED (for now, less dropinterval instead): Add option for particle based fog. Need to test if it hogs the system.

10. DONE: Add note in "Joining the mission" about Charlie engineers, and their capability to create a fortification.

11. LATER (Domination2 version instead): Add notes: You and your squad. Add notes: Other squads.

12. LATER (Domination2 version instead): Change notes: "Historic", how also tanks will appear in a counterattack. Enemy getting desperate.

13. LATER (Domination2 version instead): Maybe put everything under notes? Not several pages long, but short info about each feature?

14. CHANGED: Enemy observer to a less obvious type, from a spetznaz to a pretty regular soldier with a radio. Really implemented this time :)

15. ATTEMPTED: Reduced the number of spetznaz operatives. Doesn't belong in those numbers compared to regular infantry.

16. DONE: Fix the particle based fog system, doesn't update properly. Done by implementing new Domination2 method.

17. DONE: Rifleman (M136) now gets M136 CS, also in dropped ammo crates.

18. CHANGED: Army Alpha and Bravo squads now get 5t trucks instead of MTVRs. Be aware that currently these are not yet supported by A2TS addon, so no long range radios. Their HMMWVs should still work though.

19. CHANGED: Delta Sniper Team gets a desert ATV instead of HMMWV. Less protection, yes, but should have less audio obstruction and moves quicker in terrain. Also, no other players can enter it, just like their MH-6.

20. CHANGED: Just rearranged how the vehicles are placed on the base a bit, and added squad colored night lights for all pads to simulate missing pad numbers you might get in a chopper base.

Beta3:
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1. CHANGED: Re-enabled WithMHQTeleport. Means you can turn off teleporting completely in MP parameter screen, but off by default. Ferrying or paradropping (from the C130) will be the only means for new joiners to get out in the field.

2. CHANGED: Enemy observer to a less obvious type, from a spetznaz to a pretty regular soldier with a radio. TODO: Make him part of a group to make him harder to spot.

3. CHANGED: Most if not all say commands are now say3D. Say3D works better when in "camera mode" such as intros.

4. FIXED: Quick attempt to get around the weapons exploit. Will be made better eventually. Now moves the dead player away a few seconds after his death to prevent theft.

5. REMOVED: MASH building, due to tons of unusable stuff in the MASH that doesn't make sense when wounds is disabled. Some are also useless with wounds enabled.

6. CHANGED: Added RTO to description field of relevant slots. Thats short for RATELO, which is short for RAdio and TELephone Operator. Means Squad Leaders here, to keep player count down.

7. CHANGED: "Target cleared" now shows as "Target seized" to indicate the area may still be hot.

8. CHANGED: No more hints for target clearing, only radio messages. Lack a radio in your squad and you may miss important counterattack messages.

9. FIXED: Wrong coordinates when using Combat Jumps. C130 should now start where you click, and go towards the closest target center (main or side). Stupid bug.

10. VERIFIED: Sniper and spotter DOES get a pistol. In fact everyone gets an M9.

11. FIXED: AiArty now stops if you destroy the radio tower. With the increased artillery agression compared to Domination, the tower objective is the most important one.

12. ADDED: Just a small warning when you click the base button in the respawn dialog.

13. ADDED: Some "preplanned landing zones" labeled "LZ Name" and shows up as a triangle with a circle around it. Placed as a location (border crossing), not marker, to help declutter.

14. ADDED: AI Reactions. Basically only going into combat mode when the alarm goes off or "their artillery radar" senses incoming rounds. Only senses our artillery, not our mortars (no pre warning).

15. CHANGED: Rifleman (M136) on Alpha Assault and Bravo Support now gets M136 CS (can be fired from indoors without backblast damage) in their crates. All the other M136s put in vehicles etc are regular M136.

16. ADDED: Particle based ground fog like in one of the vanilla missions, based on fog^2. Hopefully not overdone. Not significant during the day except visually pleasing, but at night it can blind you if flares are used (like it should). It helps AI using flares against us as a blinding tactics.

Criteria for these preplanned landing zones:
1. Relatively flat terrain.
2. No trees, but 
3. Covered by woods or on a hilltop.
4. Hopefully hidden from nearby roads (enemy patrols created by isle_defense system).
5. Should be safe from the main targets, but DO use common sense :)

Beta2:
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1. CHANGED: Now uses ACE version of service trucks. Means hull fixes cannot be done in the field without engineer (not tested, we never use much vehicles, lol), but still works in base. Note that the reammo truck suffers the same bug as the vanilla one, i.e. it can't reload a fully emptied commanders gun. The script in the base uses another approach, is faster, and can reload one magazine of the commanders gun. But that problem might only exist for tanks, which isn't used, so...

2. FIXED: A small respawning issue, something I wanted to try that didn't work out as I hoped.

3. CHANGED: Some text in multiplayer parameters didn't match what they really did.

4. CHANGED: Role description of PLT SGT (RESCUE2). No longer shows SOFLAM, as this "weapon" really doesn't serve a purpose here. It's been a long time since he had it.

5. ADDED: GPS grid readout for everyone, in the settings screen. For at least having a grid to work out from when trying to get your position from the map. But not as convenient as the true GPS, which will be replaced by the upcoming ACE GPS in due time.

6. REMOVED: The debug mode in multiplayer parameter screen. It was never intended to be on at release 

7. CHANGED: AI Artillery will now use the old position if you are suddenly a long way from the mission, i.e. due to teleport. No more firing into the base 

8. REMOVED: Our clan flag. Obviously not intentional to have in the release. Uses US flag again, as in default Domination.

9. CHANGED: Wind direction in weather briefing now rounds to nearest 10 degrees. That is how aviation does it in METARs and TAFs, so I figured it would be good enough.

10. CHANGED: Deployed HQ in the base now only gives access to long range radio if you have the A2T (Arma2TS) mod running. Alone, I'm not able to test how this works.

11. CHANGED: Now everyone gets earplugs. Because of problems with ACE and the respawning mechanism causing them to be lost for some, forever.

12. REMOVED: All ACE wounds related items, to avoid causing confusion since ACE wounds is not used. TODO: Oops, I removed the medical crate, but I still try to put stuff in it.

13. ADDED: Module for preventing ACE tracking marker system. The mission have it's own marker system, restricted to the "role" Squad Leader (except the sniper team). If you need it, you'll need to have that role filled. May sound weird, but I think it will make more sense later when the true GPS comes in. Then I might change it to whoever have the GPS gets tracked.Damn, forgot, that means it's no longer ACE2 v1 compatible no more. TODO: Might as well add the new rucks (only if A2T addon supports them, currently they don't)

14. CHANGED: Attempt to make patrol groups pause sometimes. Not sure how well this turns out.

Beta1, original public release:
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1. You need to run it on a dedicated server.

2. Slot based equipment and weaponry. If you're not a SMAW guy, you won't get it. For "alone emergencies", some extras can be found in the ammo truck and engineers truck (salvage truck).

3. You start "naked", carrying only the most basics of equipment. Where you start is where your "personal crates" are. None of this equipment will ever respawn. In addition to equipment and weapons, it also contains ammunition. If you exchange your weapon for an enemy weapon and leave yours behind, you have to take the consequence.

4.It is more oriented toward the infantry job than anything else. Don't expect a ton of armor to fight. Makes it more fun to be infantry, and makes it a lot more survivable. For the same reason, in order to keep balance, you don't get any tanks or air units as rewards, as that would be overkill against the AI. Also tanks seem to be immune to createVehicle based artillery.

5.Limited and sensible weapons and equipment selection, matching the class. This is not a mission where you can choose between anything in ACE. A machine gunner only gets M240 and M60 to choose from, as well as the basic rifles. Scopes are very scarce, and forget about the DMR as it leaves the true sniper our of a job.

6. Updated weather system that tries to synchronize overcast (this is also in vanilla Domination), fog, rain, and wind. Overcast and fog are done in intervals and should be JIP friendly. Rain is changed in 30 second intervals based on input from the server where overcast is considered, but looped tightly enough to allow tiny amounts of rain without system over ruling it. Wind is done "somewhere in the overcast and fog cycle", and will be somewhat determined by wind. Dense fog usually occur at very low winds.

7. Mission data can only be accessed within vehicles, or the deployed HQ in the base. It also have a LR radio, in case you are using A2T addon. You will only get this action if you are running the A2T (Arma2TS) mod.

8. All slots/roles have some sort of special weapons access, but most roles will have access to some of its ammo. Similarly, all slots/roles have some sort of drawback. I.e. on the default difficulty, only a few gets access to GPS. The sniper team actually never gets the GPS (they get their own MH6 recon chopper to compensate), as they are considered to be better trained and usually have better time on their hands to navigate the old fashion way, compared to those "in the heat". It is also a deterrent against the "typical sniper", that tend to not have a clue. The current GPS implementation also breaks some planned features not in yet (mortar targetting system). Will be reconsidered later when the new ACE GPS comes along.

9. There are some new difficulty modes under the multiplayer parameter screen. GPS and NVG availability ("no NVGs" are particularly fun now, since also AI will be stripped), as well as how close the "mission objectives" (radio tower, camps) can be located towards the center. Mission area sizes are also increased greatly. You can expect enemy encounters up to a kilometer away from the target now. This makes a tactical play more easy to plan. However, due to the sheer size, you are no longer required to kill off everyone for a mission success. That would just take forever  Finally, I've added some new mission locations.

10. Many convenience aids removed, to make it "more serious". You may still teleport between the MHQs, but you'll have to park one of them in such a way that a benefit can be obtained. I.e. near the respawn flag in the base is an ammo crate that refills. Or put it near the C130 if you plan to do lots of parajumping in. But you can't have both. You have to choose between one of several "exploitable positions". Or take both to the field and rely on ferrying the new guys.

11. With 120 second respawn delay, it should hurt more to die. I'm sick of those playing rambos since dieing doesn't matter.

12. HALO and Combat Jumps from the C130, based on the chute you carry and if you have GPS. Also equipment drops will come by the C130, dropping some flares for good measure  Forget HALO insertions unless you change the GPS difficulty setting. HALO is done now from high altitude, while the combat jump is done from low altitude. HALO can be started from two static green zones, while the Combat Jump can be done anywhere except the two red zones. Hopefully the reasons are obvious. None are as convenient as they were; HALO takes a long time, and Combat Jumps might require a good walk.

13. A new radio system. If messages from HQ comes in, you won't be able to see them unless your squad leader carries a radio, or you're in a radio equipped vehicle. This radio works kind of like the A2TS addon.

14. AI will use artillery against you a lot more than before. AI will "share information" to the observers who will call it in. Now includes both artillery and mortar fire, depending on a lot of factors. They will use flares, smoke, coordinated illumination, spotrounds, and APICMs. Staying safe and slow behind cover is not so safe anymore. AI will anticipate where you will be when the rounds land, so move often, and change course, that will help you stay alive.

