

   UN-IMPOSSIBLE MISSION 
____________________________________

   v1-03

Welcome to the readme for Operation Flashpoint user-created mission "Un-Impossible Mission".  Thanks for downloading the mission.  Please contact me if you have any questions, comments, complaints or words of congratulation.  Have fun!   

  macguba
  7 March 2005

  arathorn@macguba.fslife.co.uk
  

> Single Player
> No waypoints in Cadet mode
> OFP v1.96+
> Editor addon required (see below)
> Bonus mission included



 +     -     +     -     +     -     +     -     +     -     +     -     + 

While you are reading this grab my old mission "Lookout!".  A little creaky now but still great fun.  OFPEC review:  

"This mission was fun! ... I must say its a lot better then most of the missions we get ... Some of the communication and talk was funny ... Download it and play it. :)"
    
   http://www.ofpec.com/missions/mission_detail.php?ID=426

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   CONTENTS 
____________________________________


   Mission Features
   
   Technical Requirements

   Installation

   Language support

   Designer's Notes

   Acknowledgments

   Walkthrough
   
   Beta testers' comments

   Version history





   MISSION FEATURES
____________________________________


Dawn on Kolgujev.  Lead your veteran Spetz Natz squad to the top of The Hill and teach the American invaders a lesson - tear down their flag. 

This is a Single Player mission which is specifically designed to be played in Veteran mode.  There are no Cadet mode waypoints.   


- Up to 27 hours mission time (plus retries)
- Extreme difficulty, immersion and fun
- For the first time in an OFP single mission the Win Outro has the player's squad carried over correctly from the Mission
- Choice of endings
- Multiple custom onPlayerKilled scripts
- Intro and two Outros
- Two cutscenes
- Atrocious voice acting by the author & friends
- Custom music
- Various scripted effects
- Easter egg

- Immediate action at the start
- Relevant and atmospheric weather 
- Conditional replacements (well, one loon)
- Plenty of ammo and field ambulances
- Hints & tips hidden in the mission
- Highly randomised unit placement giving extensive replay value

- Unusual Overview picture
- Comprehensive Briefing with recce picture
- Free choice of all BIS Gear
- High quality squad

- Versión Española  (Spanish)
- Versione Italiano  (Italian)
- Traduction Français  (French)
- Deutsche Version  (German)
- Polska wersja  (Polish)

- Bonus mission.   Possible Mission, the earliest surviving version of the Un-Impossible Mission, is included in the zip as a wee bonus.  Play it for light relief.





   TECHNICAL REQUIREMENTS
____________________________________


Requires OFP v1.96.  (Which in turn requires the Official Operation Flashpoint Expansion Pack "Resistance".)
   http://www.flashpoint1985.com/index2.html
    

Requires General Barron's Editor Upgrade v2.2:
   http://www.ofpec.com/editors/resource_view.php?id=612
However, if you have Kegetys' Editor addon that should work just fine.


This is a big mission so lower spec computers will struggle.  You may have to turn down your graphics settings and/or turn off ECP/FDF.  Removing addons from your addons folders (put them in subfolders) will help too.   It's winnable - although not pretty - with a benchmark of 1500.  You can check your benchmark from Start - Flashpoint Preferences.


Compatible (as far as I know) with the Enhanced Configuration Project mod (ECP).   ECP variables have been set (in ECP.sqs) to optimise the mission:  there is no need to edit this file as you can change everything by using the ECP Options menu. 
   http://www.ofpec.com/editors/ecfg/


I haven't tested properly it with Finnish Defence Forces (FDF) mod, but on a brief excursion it seemed to work OK.


Alter or disseminate the mission as you like, just credit me if you do or if you nick anything.  If you make any money out of it send me 51%.


No known bugs.  Please tell me if you find one.


This is an unofficial mission.  You know the drill - use at your own risk!





   INSTALLATION
____________________________________


Copy the UnImpossible_Mission.pbo and Possible_Mission.pbo files into your missions folder, which by default is:-

   c:/program files/Codemasters/OperationFlashpoint/missions  

The missions will then appear under Single Missions in the Main Menu.





   LANGUAGE SUPPORT
____________________________________


Set your language choice in Flashpoint Preferences.  The mission was created in English and has translations into the following languages:

- Española  (Spanish)
- Italiano  (Italian)
- Français  (French)
- Deutsche  (German)
- Polska  (Polish)


If Flashpoint Preferences does not support your language, then:

1) Unpbo the mission using Amalfi's pbo decryptor 1.5
        http://www.ofpec.com/editors/resource_view.php?id=358

2) Rename these files:
      briefing.html -> briefing.English.html
      overview.html -> overview.English.html
      briefing.yourLanguage.html -> briefing.html
      overview.yourLanguage.html -> overview.html

3) Open stringtable.csv and swap the column headings:
      English <-> yourLanguage


The translations include Briefing, Overview, hints, dialogue subtitles, radio channels, etc., although developments in the mission since the translations were completed have left occasional minor gaps.  As in the original game all of the voice files are in English.   I hope to add other lanuguages in future versions.  If you'd like to translate the mission into your mother tongue please let me know.





   DESIGNER'S NOTES
____________________________________


In August 2002 I started a mission design exercise.  The idea was to create a mission which was technically possible but practically impossible.   Creating a genuinely impossible mission is of course a trivial task.  The original version was set on Malden (it is included in this download as the Possible Mission) and was a failure - it was too easy.   The next two attempts went the same way.  You'd be amazed at how difficult a mission can be and still be winnable.  This incarnation, the fourth, succeeds in being winnable but very, very difficult.  I've never beaten it, although one or two of the beta testers have.  I've tarted it up so that it is publishable but like its predecessors it is (in musical terms) more of a "study" than a "piece" - for example the plot is slightly dodgy.  It is necessary to suspend more disbelief than for an ordinary mission.

If you find it too easy, make it harder by increasing the enemy probabilities of presence.  Or add some more enemy groups... yes that's right, I haven't used all 63.  If you find it too hard ... well, you're in good company.  

The design framework for the mission was established very early on and has not changed.   The basic rules are that the mission must


- be fair and winnable

- avoid heavy scripting: enemy AI essentially controlled by triggers and waypoints

- have straightforward Objectives with a clear and helpful Briefing

- offer a full choice of weapons, including all official addons

- restrict the number of enemy armoured vehicles and aircraft to be consistent with the weapons the player's squad can carry

- include plenty of ammo, hospitals, transport, etc.

- have a respectable number of savegames

- not have time constraints

- be fun!


The "no scripting" rule is particularly important.  If you allow code like "doMove getPos player" or "createUnit" then it is too easy to make an impossible mission.  I have used scripts extensively to make the mission more fun (and run more smoothly) and for cameras but not to allow the mission designer or the enemy AI to "cheat".  Having design rules like this makes creating the mission more stimulating for the designer and, ultimately, more fun for the player.   The "obvious" editing solution to a mission design problem may not be available, so a bit of lateral thinking is required.  

One of the things I discovered on this journey of OFP discovery was that a human player will always figure out how to deal with a fixed position, assuming it is not genuinely impossible.  In fact, with no significant restraint on ammo and weapons it's tough to see how a fixed position could be impregnable without getting into sillyness like eight Abrams tanks in a circle facing outwards with a repair truck in the middle.   Consequently, I avoided fixed positions - the only thing that will beat a human player in the end is uncertainty.  As I strived to make the mission more and more uncertain, and more and more open, it just got bigger and bigger.  The result is "like having a whole campaign in one mission, with no one tell you what to do next".  I shudder to think how much time was invested in making it:  at least 400 hours and that's not counting the beta testers' time. 

One thing has to be fixed and that is the location.  The Hill on Kolgujev was chosen because it is the most difficult and dangerous area of ground on the original BIS maps.  (When I started this I think Resistance had just come out but I did not yet have it.)  Several beta testers reported dying by falling over.    The time of day is the most awkward - do you use NVGs or not - and the fog is intended to make navigation tricky.   I have allowed people to play in Cadet mode, but I hope nobody uses it except perhaps for practice.  There are some folk, I know, who play only Cadet and there's no virtue in preventing them from playing the mission.

There are also a few small traps.  I don't want to spoil the surprise but for example there is an outside toilet on top of the Hill.  Many players, with some trepidation, have cleared it.  When they open the door there is nobody inside - whew.  The trap, of course, is not the outhouse itself... it is that while you are worrying about it somebody might sneak up and shoot you in the back.

For the mission designer, there is a tension between the ultimate objective on the one hand - making the mission hard - and on the other hand offering the player the best possible chance of completing it.   Consequently the player does get some substantial advantages:  for instance he and his squad are spetz natz units (which are better than regular units) of very high quality.  It's important that the player, upon defeat, does not say "I could have done it if ...".   I've given the player a regular medic, since I think a medic is essential.  Many addons have been considered for the mission, including a spetznatz medic, but in the end I decided to keep it addon-free apart from the editor addon which everybody has anyway.   Had I allowed addons it would have been a long and disjointed list which would have simply put people off.

Originally there were no armoured vehicles or aircraft in the Impossible Mission, as it was then called.  I suspected that, ultimately, they would not make the mission harder.  Nothing is more dangerous than a sniper in a bush, simply because he is very hard to spot.  Vehicles and aircraft were included in the end to provide variety and entertainment:  you have to be ready to defend against them, even if that defence is, in and of itself, not particularly difficult.  As I suspected, they probably make the mission slightly easier for a strong player.  For instance it is perfectly possible to capture a Cobra - shoot the pilot while the chopper is low and slow so that the crash doesn't destroy it - which is partly why there are so many AA loons knocking around.  

The mission has been extensively beta tested by an excellent team of testers (see below) and is much the better for it.  Whenever a beta tester found a tactic that worked, I redesigned the mission to preventing it from working again.  One example is the little graveyard on the south side of the Old Base.  Somebody used the trees around it for cover, blew a hole in the Base wall and flanked the Base defences.   Now there is a fence in the way and snipers covering the area.   It was not always possible to defeat beta testers tactics, and in any event the rate of invention has not slowed.  It is very rewarding, as a mission designer, to watch folk invent new tactics in a game they have been playing for several years.   It is, I hope, lots of fun for the player too.   Good hunting!

Oh, and Sergeant Sergei Michail Guba?  He's brother (or cousin) to the more infamous General Aleksei Vasilii Guba, who comes to the funeral with Angelina.  I meant to make something of it at one point, but it never came to anything.





   ACKNOWLEDGEMENTS
____________________________________


Many, many thanks to everybody at OFPEC, there are too many tutorial writers and forum posters who have helped me to name them all. 


   www.ofpec.com


The people who helped specifically with this mission, and to whom I am eternally grateful, are:-

General Barron for his Editor Upgrade and First Aid script

Blanco for his logiccam script

snYpir for the chopper landing scripts, and everything else

foolscap for his flare dropping script

Mud_Spike for sending me the steetlamp addon even though it didn't get used in the end

Sui for his onPlayerKilled script

THobson for studying the mission in such detail and help with scripting

Everon Cartel forums 

Kaliyuga for helping out with hosting and keeping me straight on setViewDistance

Artak for also helping out with hosting and for trying Laphroaig

My friends Simon and Joanna for the Voice acting (the rest is me)

Khachaturian for the music:
   Gayaneh Suite - Sabre Dance, Dance of the Young Maidens
   Masquerade Suite - Mazurka, Galop

GuiltyRoachKillar (Spanish), Cne. Red Nain (French), klavan (Italian), bedges (German) and Maclav (Polish) for the translations


A special thanks to my beta testers: I've included here all the people who helped with the earlier versions of the Impossible Mission.   Their encouragement and suggestions have made this mission miles better than I could have made alone.  

Sneaker
Planck
THobson
AnarCHy
HateR_Kint
Kaliyuga
macguba
Artak
LCD
The Real Armstrong
GuiltyRoachKillar
The Avon Lady
OrangeLeader
Deathwish
EX-GRUNT
deaddog
Blunt
hooahman
Chopper
Polat
Ade
wps
ponq
Munk D
The_Mark
Tarados Qeng
abomb1508
Rapter
j-man 
Gooner
.pablo.
Peter haroski
Captain Winters





   WALKTHROUGH
____________________________________


Don't read this till you've attempted the mission!



You really want to spoil the surprise?   



Well OK then.



Actually a walkthrough is hardly needed, there are no twists or tricks - it's all down to good old fashioned infantry work.  Take as much gear as your squad can carry.  You'll get up to five savegames (radio menu) as you go: use them and the ordinary save wisely.  The medical kit can be used only on yourself, once.  It takes a while so find a safe place first.   The fog starts to clear once you get close enough to The Hill.  Almost everything is randomised so the mission will never be the same twice.  If all else fails unpbo the mission and get to know it from the inside.  Don't feel obliged to go charging off up The Hill as soon as the mission starts.


*  Objective 1:  Watch out for snipers on The Hill.  At the top, get close to the middle of the fence on the northern side and "Open gate" will appear in your action menu.   Move yourself or one of your loons (though they may have trouble getting there) close to the flagpole at the top of The Hill and the flag will change automatically.  Once changed it stays changed.


*  Objective 2:  Move yourself and what remains of your squad into the main part of the Old Base.  The immediate area must be clear of the enemy.  If you can't find the last enemy loon, try waiting - he has orders to head into the Base.


*  Objective 3:  Hidden and optional.  You are strongly recommended to complete it on at least one attempt.  Visit the civilians in the south both to activate and to complete the Objective.  Don't shoot the locals:  stand in front of the fire, opposite the woman, to trigger the cutscene.  Afterwards you get an extra loon (or two if you are shorthanded) and lots of goodies including hints & tips.  There is also a lorryload of weapons and ammunition nearby.  If you like flying blind borrow the Chinook.   You have enough fuel for one trip across the island, fly to the barrels if you want more.  


*  Objective 4:  Hidden and optional.  When the mission ends you are given the option of continuing until the island is clear of the enemy.  If you do, this Objective appears.  To complete it, clear the map of the enemy.  Concentrate on area within and just outside the ring road.  Use your radio to check how many baddies are left: the count increases when crew disembark from vehicles.  The last few loons are ordered to go up The Hill.  You get a little "Easter egg" if you complete this Objective.


*  Objective 5:  Hidden.  If any of the civilians (including Nicolai) die for any reason the mission ends and this Objective both appears and is failed.   After Nicolai has joined your squad he is no longer a civilian and his death will not activate this Objective.  Actually it's not really an Objective, it's really the debriefing text, but the Loose ending doesn't have normal debriefing text.   You are told in the Briefing that civilians must not be harmed.





   BETA TESTERS' COMMENTS
____________________________________


All quotes from this thread:
   http://www.ofpec.com/yabbse/index.php?board=23;action=display;threadid=11801;view=all



Awesome atmosphere! I LOVE IT!

This is without doubt the best mission I have ever played.

The size - it is like having a whole campaign in one mission, with no one tell you what to do next.

Its Great work. This sort of thing that you have done is why Operation Flashpoint is the best game ever made, on any platform, ever! And thanks to people like you, people like me can go into a whole other zone.

stunning use of weather, enemy disposition, etc. and fantastic attention to detail

...but wow.  again, I cannot say this enough, fun mission macca!

Wow, if it were any crazier I would've exploded.  I was so immersed I died ... I just slammed me head down really hard on me keyboard.  I've got the letters G,H,V,B,N and M on me forehead now, along with a funny looking bruise.

Jesus, macguba, you trying to make our heads explode or somethin?  This crap is hard.

The cutscene was excellent. Showed good taste in humor and women.

AHH! 6 hours down the drain

This mission is too fun to put away!

Well, what I can say, HARD!!!!

The next 5-10 mins was the most intense OFP experience for a long, long, long time, possibly ever, and that’s saying a lot! 

This, once again was intense!!! 

Intro - Very good. One of the best intros I've seen.

Wonderfully atmospheric and realistic.

good fun and a perfect antidote to anyone wanting to take things too seriously.

Still cracking on with this mission, i luv the openess of it.

Id had a few 20-min breaks after a particularly annoying death - going so well. then blam. One of those times was to get my dinner - a few hours late, but I had to do something to get my adrenaline back down to stealth mode  (those firefights, even silenced on one side, are intense!). 

Lol wot a fun but yet frustrating time i had.  Really is difficult but i like it.

The mission itself is excellent, deserving its name.

The endings were very nicely made and a good reward for all the hard work the player has done.

... everywhere I look there is great attention to detail.

Well, instead of working on my own mission tonight, I'm gonna be playing this, lol.  Good job.  I was totally immersed last time I played.  I wouldn't take a step without a good observation of my surroundings, and I probably would've pointed my mouse at somebody and clicked had they walked into my room at the time.
Again, great mission macca.  well done.

All in all, the replay factor MAKES this mission.

I love this mission.

This ... is addictive. 

It is really a fantastic game. 

Overall, this is an action packed mission with ambushes galore and a great atmosphere of suspense - the simple objective makes it more open ended than a lot of more elaborate missions and also gives it good replay value, which I don't think mission designers always consider.  Can't wait for the next version... 

Once again thanks for the great map. 

There is something about this mission that compels me 2 play more. Good work.

This is one tuff mission Macguba.

LOL this was fun!

Oh and that was one fine easter egg! Thanks!





   VERSION HISTORY
____________________________________


1-03
-Added German translation
-Added Polish translation & readme
-Added language section to Readme file

1-02
-Added French translation
-Added Italian translation & readme
-Removed first fire from Outro Loose

1-01
-Converted text into stringtable.csv
-Added Spanish translation
-Added language national flags to Outro
-Improved Outro slightly
-Added savegame after civvy cutscene

1-00
-First public release of finished version
-Fixed NVG cutscene bug
-Improved robustness of timing in win Outro

0-68 to 0-99
-Do not exist

0-67
-Test version for multiple languages

0-66
-Fixed flag Objective so that you can't complete it from a chopper
-Fixed wounded civvy
-Improved end script so trapped loons are setPossed out of trouble
-Fixed Outro squad bug
-Fixed some minor fenceline gaps/overlaps
-Added little naughty to mission accomplished cutscene
-Improved jeep patrol waypoints
-Improved Bradley dismount script so that the loons now re-embark
-Added wee bonus mission
-Expanded & improved the readme file
-Improved civvy cutscene
-Changed bike for motorbike in Outro
-Changed tank waypoint and reduced probabilities at Ammo&Motorbike start
-Increased group probabilities at Ammo&UAZ start
-Reduced probabilities slightly at Ammo&Repair truck start
-Moved rear attack groups back slightly at BMP ambulance start
-Increased probabilities slightly and improved waypoints at Base start
-Rearranged probabilities and angles slightly at Bikes start
-Rearranged probabilities at Field Hospital start
-Added placement radii to first waypoint of many start groups
-Increased second chopper probability to 100% from 67%
-Delayed arrival of second chopper
-Increased LAW and AT loons in four groups
-Improved Overview

0-65
-Backup version

0-64
-Added Outro Loose
-Improved credit titles in mission accomplished cutscene
-Improved Intro slightly
-Second and Fourth Objectives reworded for clarity
-Fixed singular/plural problem in count hint
-Improved dirt road on hilltop
-Replaced triggers with script to send loons up Hill at end of long version
-Consolidated some triggers to reduce lag
-Reduced area of fog off trigger
-Fixed ammo shortages
-Removed redundant ammo crates
-Removed benchmark command from second chopper
-Fixed medium armour group dismount bug
-Fixed spinning civilian
-Made gate open action available to all loons, not just player
-Reduced probability of a start group from 75% to 50% (offsetting Bradley increase)
-Enlarged (slightly) East present in the Base end trigger area 
-Removed loon in execution barn
-Increased probability of third Abrams to 67% (from 50%)
-Restored conditional dismounts to heavy armour group
-Increased probability of Bradley in medium armour group from 75% to 100%
-Restored probability of second chopper to 67% (from 35%)
-Added LAWs to blackop groups
-Added couple of extra blackops at execution barn
-Revised waypoints of medium and light armour groups (controlled by switch triggers) to keep them moving

0-63
-Added more cheat possibilites to init.sqs
-Added two custom onPlayerKilled scripts
-Added a few more NVGs to West
-Improved Outro
-Added flares to Outro
-Created seperate camera script for Outro
-Fixed chopper ECP bug
-Fixed Intro ECP bug

0-62
-Added Outro Win
-Improved first aid kit script
-Added recce picture to Briefing
-Reduced volume of Briefing music
-Changed various titletexts for titleRscs
-Added credits to mission accomplished cutscene
-Fixed motorbike patrol running out of fuel
-Changed motorbike patrol from "safe" to "aware"
-Replaced chopper refuel trigger with slow script loop
-Fixed and improved various other minor things
-Added a few Soviet weapons to ammo crate at spetz natz camp
-Moved some inital attack groups back very slightly
-Moved Guard WP of smaller Bradley/Abrams group
-Increased enemy probabilities at start positions
-Reduced the number of enemy Heavy Grenadiers
-Moved useless execution barn guard outside and changed him to blackop 

0-61
-Fixed cutscene starting bug
-Fixed extra loon joining bug
-Brought static objects in Intro into line with Mission 

0-60
-Removed dismounts from heavy armour group
-Added conditional (group <= 8 ) extra loon to your group after civvy cutscene
-Increased number of LAW soldiers slightly
-Added 50% chance of second Abrams in heavy armour group
-Issued NVGs to many enemy loons
-Removed Cadet waypoints
-Added fuel station at main junction
-Added fuel barrels at road end start position
-Added refuel routines for choppers
-Added fuel truck to West support group
-Fixed units crawling up Hill at end
-Improved Chinook setup
-Exchanged a damaged jeep for a damaged jeep/mg
-Replaced morphine script with better First aid script
-Added voices for the extra loon joining conversation
-Added voices for new first aid script

0-59
-Fixed new addon error

0-58
-Removed/streamlined some triggers
-Removed many static objects
-Added setViewDistance commands to help with fog and lag
-Improved fog removal script
-Reduced ECP settings slightly
-Moved start position of enemy repair group
-Moved waypoint of guard jeep/mg group
-Added more hints & tips
-Changed morphine from radio to action menu
-Fixed Bradley dismount group bug
-Added a couple more AA loons
-Replaced rocketless Mi17 with damaged Chinook
-Rewrote Notes section of Briefing
-Improved Overview text 

0-57
-Effectively unpublished due to website difficulties

0-56
-Solved editor addon (objects1.pbo) problem
-Removed stupid NVG thing from Intro
-Few minor tweaks to Intro
-Tidied up readme
-Improved roadblock

0-55
-Note:  0-55 is much harder than 0-50
-Tarted up the Old Base and eastern base a little
-Tarted up some of the start positions
-Improved the position and setting of the flagpole
-Added Kozlice weaponholder at civvies
-Added Hunting rifle to civvy that joins you
-Improved the cutscene slightly
-Added Intro
-Improved ending cutscene
-Added music
-Removed beta testers infinite morphine
-Added single use morphine (radio menu)
-Added waypoints for Cadet mode
-Added choice of endings
-Improved ending triggers
-Added easter egg on completion of long version
-Fixed many small bugs
-Improved a few other minor bits and pieces
-Changed name from "Impossible Mission" to "Un-Impossible Mission"
-Streamlined triggers
-Removed excessive eye candy
-Added dead Spetz Natz camp (with Soviet ammo)
-Added execution site near flagpole (ditto)
-Added second field hospital to the Old Base
-Added two UAZGs (FIA ambulances)
-Added more hints and tips
-Added an extra savegame available after about 20 minutes
-Removed guard group
-Benchmarked second helicopter
-Added convoy of West repair vehicles w/dismounts
-Added motorcycle patrol on the roads
-Added foot patrol around top of The Hill
-Added guard group
-Added patrol near Base
-Added VCP north of civilian village
-Added dismounts to jeeps w/mg
-Added seperate dismount group to Bradley guard group
-Added several sneakily placed loons
-Added sniper group near Old Base
-Added two groups of civilians for you not to shoot
-Revised and improved Hill sniper placement and increased probabilities
-Improved patrol route near the Base
-Increased typical guard group from an average of 5.5 loons to 7
-Increased minimum number of loons in typical guard group from 2 to 3
-Increased hilltop patrols from average of 6 loons to 6.5, min 4, max 9
-Increased probabilites of start attack groups
-Increased probabilities of jeeps w/mg and Bradleys
-Enlarged fog off trigger area slightly
-Speeded up fog clearing
-Delayed first savegame by a few minutes
-Rationalised patrols around base of The Hill
-Fixed AFV crews disembarking problem
-Rigged fuel station in Old Base to blow if badly damaged
-Added fence with gate around flagpole
-Added minefield
-Added dummy minefield
-Added extension to the Old Base
-Added small cemetary outside Old Base 

0-54 
0-53
0-52 
0-51
-Backup & test versions 

0-50
-Note:  dificulty broadly unchanged
-Added Overview pic
-Added speech to cutscene
-Solved addon issues
-Innumerable minor improvements to make it more fun


0-49
0-48
0-47
0-46
0-45
0-44
0-43
-Backup & test versions

0-42
-Fixed addon problems

0-41
-Backup version

0-4
-Changed player's group from ordinary soldiers to Spetz Natz and increased skill
-Increased probabilities of some West groups.  Added one or two more.  Changed some waypoints.
-Made "ambulance" and "tank" infil points slightly easier
-Added interaction with civilians + cutscene
-Added transport to all infil points
-Opposition at infil points more varied
-Changed system of savegames
-Added basic mission accomplished cutscene
-Added background to Briefing
-Added base at flagpole

0-3
-First public beta of Impossible Mission set on Kolgujev





IMPORTANT!

While playing a wargame it's worth remembering that:

  - War is bad

  - Peace is good 

  - Operation Flashpoint is just a bit of fun






