github MOHCoopTrilogy/releases v1.2.7
MOH Coop Trilogy 1.2.7

latest releases: v1.10.9, v1.10.8, v1.10.7...
one month ago

MOH Coop Trilogy v1.2.7

The stealth layer built for Naxos is now a full mission, and the systems underneath it got a hard shakedown along the way.

New: the complete stealth route on the radio-tower mission

  • Infiltrate in disguise. Pick up a uniform and walk in. Guards check you against what you are wearing and where you are, and papers now reach players who join after the mission has started.
  • Contain the situation. Take a guard down quietly and you get a window to hide the evidence. Get away with it and the mission stays silent; get seen and it escalates for the whole squad.
  • Transmit false orders. Objective 2 is the radio set itself: use it to divert the town's reinforcements. No call-sign kill is required. Subtitles play over the transmission the way they do in the campaign, and using the radio genuinely changes what comes at you afterward.
  • Sabotage the command post. Four exterior charge sites replace the four interior hangar charges (six total, unchanged) so finishing the mission no longer forces a firefight. The radio tower gets its full topple with blast effects, lingering smoke and electrical damage, and fires that keep burning. Charges disappear once they blow.
  • Get out. A two-minute escape timer starts once the charges are set, with a stopwatch. The command post goes up when the timer expires or when you finish the job, and a closing sequence plays that you cannot be killed during — including the loud ending, if you blew it and had to fight your way out.
  • A Level 2 checkpoint blocks the town centre. Getting past needs papers you do not start with; there is an officer holding them in one of the buildings, identifiable by what he collects.
  • Two new challenges: The Final Broadcast and Stealing the Show. That One Map No One Played was tied to the wrong mission and now correctly belongs to the following one.

Stealth on the villa mission

The same layer, tuned to that map: uniform pickup no longer fights your weapon for control, the radio distraction actually walks the officer to the radio, and guards no longer stay permanently hostile after one accidental shot.

Contain and cover, hardened

Most of this came out of live play, and each one was a real failure you could hit:

  • The silenced pistol could be drawn and then refuse to fire, with your papers stuck inside it — twice, from two different causes.
  • A contained guard could survive the takedown, recover, and raise the alarm.
  • Contain was never offered on a walking guard, and could be triggered by accident while opening a door.
  • A failed contain silently did nothing at all — no alarm, no reinforcements.
  • Cover could be blown after a clean contain, by the very guard you had just silenced.
  • A distant guard who was not even facing you could instantly aggro after a contain kill.
  • Only the first corpse on a map ever got a proper investigator; every later body got bystanders and nobody who would actually look.
  • The body-investigation warning could stick on your HUD permanently if the investigating guard could not see you.
  • Blown cover cycled your loadout between papers and guns, with papers rendering attached to your rifle.

AI

  • Wounded enemies limp again and difficulty scaling works. The AI pain handler was detaching on the first hit of every actor, quietly disabling both across the whole trilogy.
  • Patrols keep their routes. One session logged 4,642 pathfinding failures, with AI abandoning patrols as a result.
  • Extra guards notice bodies. The duplicate enemies spawned to scale a mission to your squad size were not guaranteed a place in the registry that the "who can see this" check walks, so they could walk straight past a body.
  • Reinforcements and officer waves respond to the radio state instead of ignoring it.

Other fixes

  • Depth of field is back on — the fix for it had never actually reached the live install.
  • You no longer fire a shot when you click to spawn. Long-standing.
  • Destroying a searchlight no longer awards XP twice.
  • Debug text that was broadcast to every player on a loop is gone, along with roughly two dozen developer prints reachable in normal play and several messages that announced the same thing twice.
  • Missing sound aliases restored: the tower falling and hitting the ground, and the papers/uniform pickups.
  • Contain now ships on by default on Naxos.
  • Releases are now gated on the in-game Field Report card matching the version being published, so a build can no longer go out describing the previous one.

Updates automatically on your next launch.

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