github MOHCoopTrilogy/releases v1.3.0
MOH Coop Trilogy 1.3.0

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

v1.3.0 - Nebelwerfer Hunt gets its objectives, and the MG42s learn to miss

Nebelwerfer Hunt (m3l3) - a real objective chain

The mission now walks you through it instead of pointing at the finale from the first second:

  1. Take the town and destroy the King Tiger
  2. Cross the wall into the churchyard
  3. Clear the church
  4. Destroy the flak gun covering the drop zone
  5. Signal the drop zone and hold the church
  6. Destroy the Nebelwerfers

Each objective is handed on by the one before it. The Nebelwerfers are now the payoff at the end
rather than an objective you are given before you have left the beach road.

Along the way: the flak gun is a real emplacement you plant a charge on (15 second fuse, and it
leaves a wreck), the signal grenade and explosives sit in the world from the start but only become
usable when their step comes up, surviving squadmates rally to you when you throw the smoke, and the
C-47 flies high and stays in the sky for a full 30 seconds after the drop instead of vanishing
overhead.

Squad lobby between every mission

"Begin Full Campaign" now runs briefing -> lobby -> mission -> lobby -> mission all the way through.
Missions without a purpose-built lobby use the staging area as a placeholder, so the campaign never
drops you straight from one map into the next.

Manned MG42s

Church nests were mounted but never wired to fire - the gunner would sit behind the gun and stare at
you. They fire now. More importantly, every AI machine gun in the game has been given a wandering
aim point: spread only scatters shots around wherever the barrel is pointing, and the barrel was
pointing exactly at you. Gunners now walk their fire across a position and correct between bursts,
and their fire comes in varied bursts instead of firing to overheat on a loop.

The halftrack gunner was aiming at your head specifically. It aims at the man now.

Fixes

  • Enemies could freeze mid-fight with their targeting switched off and never re-engage
  • An officer's bodyguard could spawn under the map
  • Reinforcements that fall out of the world are cleaned up instead of blocking the next wave
  • Ground could vanish beyond the churchyard wall when crossing early
  • Church defence is a contested position now: holding it pushes back, leaving it loses ground
  • Enemies keep coming until you actually push into the church, rather than trickling three at a time
  • Artillery on the church uses the mission's own Nebelwerfer sound and impact effect
  • Around 500 script errors per session removed from the AI layer

Notes

The church hold is new and tuned by feel. If it reads too hard or too soft, coop_chZone,
coop_chHold and coop_chDrain adjust it live without restarting.

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