1.64.0Game 1.8.0.13 · 64.6 MiB · Oct 18, 2026
Dependencies: 1Scenarios: 2PublishedApproved
The Thin Red Line - whole-island war (LanMecca test build).
1.64.0: The War Fund! Got war bucks piling up? Give them to the army: hold ~ for the field radio, then War fund, and donate $10,000, $50,000 or $100,000. Everyone's donations add up for the whole war and unlock help for everybody: at $50,000 engineers dig in at our front-line towns (an M60 position and sandbag walls by the flag, facing the enemy), at $150,000 an extra Cobra, Black Hawk gunship and Abrams wait at the main base, at $300,000 our squads deploy with more machine guns and a medic, and at $500,000 artillery hits the town we're attacking every half hour. Or spend your money yourself from the same menu: artillery where you're looking ($25,000, charged only if the battery takes the mission) or fortify the town you're in ($15,000); both count toward the fund. Every $30 you give is 1 EXP, $100,000 given in all earns the new Meritorious Service Medal, and the war report names the fund's top donors. The fund and its next goal show under your war bucks.
1.63.0: Battle buddy! From the field radio (hold ~) or the map menu, under Call support: a soldier of ours runs to you and stays with you. He follows you, climbs into your vehicle behind you (a gun seat first) and patches you up when you are down. Once he is with you, hold ~ for his orders: Follow, Move, Get in, Get out, Stop, hold fire. One at a time and no cooldown; if you die he goes back to the nearest squad, and if he goes down, bandage him. Pilots! A new Pilot kit (flight suit, SPH-4 helmet, survival vest, a parachute on your back and an M9) and the Flight line: a second spawn on the deploy map, in the middle of the heli field between the Hueys and the Cobras, with its own ammo point beside it. Anyone can deploy there, so door gunners and passengers skip the jeep ride too. Bailing out: jump clear, then press jump again in the air to open the chute (every US arsenal sells the parachute, free).
1.61.0: Pickup! From the field radio (hold ~) or the map menu, under Call support: a Black Hawk lands on open ground beside you, waits 45 seconds for you and whoever is with you, and flies you to the town where we are needed most (at least 700 m away), setting down at the town if we hold it or just short of it on our side. One pickup every ten minutes per soldier, one flight at a time. CIPHER holds a grudge sooner: take a town and keep shooting and he says your name on his net; take another and his hunters come for you.
1.60.0: The Soviet army has new faces: KLMK camouflage squads, Naval Infantry in black berets, reservists with AKMs, Spetsnaz in the field and on the hunt, and Igla gunners that will go after your helicopters. The Soviets hit back harder: counterattacks come in one to two minutes with three squads, their hunters come sooner, raids can come by day, and CIPHER answers the radio in his own English. Server hitches smoothed out.
1.59.0: The field radio: hold ~ (on a pad: D-pad right + LB) for a radial menu with everything you can call for: troops, a tank, a gunship or a supply drop to you, a crew for your vehicle, a jeep flown in where you're looking, your class's abilities, the scout's fire missions, and a word with PROPHET, the American commander, without typing. The map menu has the same.
1.58.2: Tank crews that bailed out now climb back in once it's clear, and a squad can no longer get stuck on an old order. Small fixes.
1.58.1: Your war bucks now show at the top of the arsenal and inventory screen, so you can see what you have left while you shop. Small fixes.
1.58.0: Bounties: bring down a Hind ($600), a Mi-8 ($400) or a T-72 ($500) and the war bucks are yours, shown in the kill feed for everyone to see. Troop trucks are more reliable: a driver who gets out climbs back in instead of the truck giving up on the spot. Small fixes.
1.57.2: The taxi Black Hawk's door gunners are at their guns from takeoff. Helicopters are no longer written off by a bump on the ground. Small fixes.
1.57.1: Fixed a server crash: a vehicle could be cleared away while a soldier was still climbing into it. Vehicles now stay until nobody is getting in.
1.57.0: Player pilots are harder to bring down. While you are at the controls of a helicopter, about one enemy hit in three on it or on you does nothing, and the rest do half damage. Crashes, fire and bleeding hurt as before. AI helicopters, ours and the enemy's, now go down when their pilot is killed, and never take off without one.
1.56.0: Mix and match optics: the AK-74N, AKS-74UN and SVD now take American scopes and red dots on a top mount, and the M16A2, M16A2 carbine and M21 take Soviet scopes (1P29, PU, night scopes; the M21 the PSO-1 too) on a side rail. One scope per gun.
1.55.3: Respawning is free again: your saved kit comes back in full every time, at no cost. You only spend war bucks at the arsenal on something new, and what you buy stays in your saved kit.
1.55.2: When your kit saves at an arsenal, it now tells you what that kit costs each life. Short on war bucks? Your saved kit is kept for when you can afford it, even when you grab ammo at the arsenal; buy something there or use Save class gear to change it.
1.55.1: Static weapons cost war bucks too, on the cheap: the M2 machine gun $1,500 (gun $1,000, tripod $500), the TOW $1,500 (tripod $1,000, each missile $500) and the M252 mortar $1,000 (barrel $500, bipod and baseplate $250 each); an M122 tripod is $250. Their ammo stays free, and so do barbed wire, sandbags and the repair and rearm kits.
1.55.0: The shop is open! Your class kit is free; everything else at an American arsenal costs war bucks: rifles $2,700, sniper rifles $4,750, machine guns $5,200, launchers $2,000, pistols $500, frags $300, smoke and flares $100, explosives $1,000, scopes and other attachments $400, vests $650, helmets $200, packs $300, radio packs $800, shirts and jackets $150, pants and boots $100, gloves $50. Ammo, medical gear and tools stay free. Prices show in the arsenal and what you can't afford is greyed out. Your kit is bought again every life: you come back with your last kit when you can afford it, otherwise the gun first, then armor and helmet, then the pistol, then the rest, and your class kit fills in. Give something you bought this life back to an arsenal and you get your money back.
1.54.0: Supply runs pay! Park a truck or a jeep at the base or a town we hold and in a few seconds it's loaded with supplies. Drive them to another town we hold at least 1.5 km away and stop by its flag: about $400 a km in a truck and $150 in a jeep, half again more for a town at the front, and every load adds supply to the war chest. Each town takes one paid delivery every 10 minutes.
1.53.0: War bucks! You now earn money for fighting: $300 for each enemy you kill, $3,000 for each town you help take, $1,500 for holding one, and more for healing, resupplying, repairing and digging in. A teamkill costs you $3,300. Everyone starts with $800, your money carries over from war to war, and you can see it under the radar and on the Tab scoreboard. Coming soon: supply runs that pay, and a shop to spend it in.
1.52.3: Honking to load troops into your vehicle (or drop them off) no longer puts anything on the radio.
1.52.2: Small fixes.
1.52.1: Small fixes.
1.52.0: Ride along with the AI! Climb into the gunner's seat or the back of one of your side's AI helicopters and the crew no longer bails out: they fly their mission with you aboard. Man the gun on a gunship's rocket runs, or ride a troop lift to the front and get out with the squad. You hear where it's going as you climb in, and you're asked out at the end of the ride. Riding in a squad's own truck or jeep tells you where they're driving too. Only the pilot's seat takes a helicopter over.
1.51.4: The war's soldiers sprint at full speed again whatever they carry, so the fighting moves at a good pace. Your own load still slows you.
1.51.3: Squads leaving a helicopter no longer pop out under the spinning rotors: anyone slow to climb out is set down well clear of the blades.
1.51.2: Fixed the taxi radio: each song now plays all the way through, instead of starting over every few seconds with a click of static.
1.51.1: The taxi radio is much louder now, so you can hear the songs over the rotors, and the hiss under them is gone.
1.51.0: The taxi Black Hawk has a radio now: climb in and the crew plays you one of three original songs made for this server, crackling over the cabin radio, until you hop out.
1.50.0: The more you carry, the slower you sprint. A light kit (a pilot's, or stripped down) sprints at full speed; a rifleman's kit sprints about 10% slower, a medic's or AT soldier's about 15%, and a full machine gun kit about 30% slower, about as fast as a light soldier jogs. Carry more than that and you slow down further. Light kits also sprint longer before they tire, and the heaviest kits tire sooner. Your load and top speed show under the minimap. Soldiers on both sides carry their loads too. Keep your boots on: running barefoot still hurts.
1.49.1: The taxi's helipad now sits next to the spawn at Balota, a short walk from the arsenal, and the Black Hawk comes in from the sea over the open apron, well clear of the radio mast. Something parked on the helipad no longer keeps it away: it lands beside the pad, and anything left empty on the pad is towed off after three minutes (sooner once the taxi is called). The taxi is passengers only: our crew flies it and two door gunners fire on the enemy. It flies where it's needed most: the town the commander is sending troops to, the hottest fight, or the nearest town we don't hold, and the taxi table tells you where it's going. Squads can now patrol towns that have no road near the flag.
1.49.0: Every war now gets its own chapter on lanmecca.net's new War History page: who won, how long it lasted, the turning points, the losses and the medals won (nobody is named). Thirty minutes on the line in a war earns the Armed Forces Expeditionary Medal, with a campaign star for each war after the first.
1.48.1: Small fixes.
1.48.0: American arsenals now stock silenced weapons: the M249, M60, M21, M9, the M16A2 (rifle, carbine and M203) and the double-barrel shotguns. They are quieter than the standard guns but not silent, they save with your class gear, and they vanish if you fall or leave them behind.
1.47.0: The war can now be won. Take the enemy's main base and hold it for 5 minutes: the radio and the top of your screen count it down, and the other side stops it by taking the base back. When a war is won, everyone sees the war report (each side's losses, players lost, flags taken, vehicles and aircraft lost, how many fought, teamkills and the top soldiers), the armies stand down, and the server restarts into a new war. You keep your rank, EXP, medals and saved kits.
1.46.0: Friendly fire now costs you. A teamkill shows in red in the kill feed, everyone is told, and the killer loses EXP. Kill a second teammate within the hour and you are removed from the server for 30 minutes.
1.45.4: The arsenal crates at the main base now stock medical supplies: bandages, tourniquets, morphine and saline. The medical kit stays with Medics.
1.45.3: Small fixes.
1.45.2: Small fixes.
1.45.1: Small fixes.
1.45.0: Enemy arsenals are locked: you can only draw gear from your own side's. Small fixes.
1.44.1: Saved kits come back even when one item does not fit where it was saved: it goes elsewhere in your gear, and the kit gets a second try a moment after you deploy.
1.44.0: Small fixes.
1.43.9: Small fixes.
1.43.8: Small fixes.
1.43.7: Small fixes.
1.43.6: Small fixes.
1.43.5: The kill feed shows the weapon or vehicle used, and your own position stands out on the map. The Soviet airfields at NWAF and Krasnostav now have parked vehicles and helicopter traffic to the front.
1.43.4: Small scoreboard and kill feed tweaks.
1.43.3: The hottest fights on the map now keep going even when no player is nearby. Includes a fix aimed at a server crash that came with 1.43.2.
1.43.2: The server's owner can now cross over and play on the Soviet side for a while, to see the war from their end and make it better. Nobody else can switch sides. While he is over there he is a real enemy: our guns, gunships and helicopters treat him as one, our HUD markers and map points are never shown to him, and nothing goes on his service record. Troop trucks, convoys and patrols far from any player get their drivers again: since 1.42.4 most of them stood at the roadside with their crew beside them. Squads that take a jeep or truck to the front now get in and go far from any player too: many used to walk up to it, stand there and walk on. Squads that sat in quiet towns behind the lines after digging in or falling back now head back to the front after ten minutes, leaving two or three to hold each town; replacements no longer pile up where they arrive. Server notices, like a restart countdown, now show on the radio feed.
1.42.4-1.42.6: Steadier soldiers and vehicles. Getting into and out of cars, trucks, helicopters and parachutes is now checked seat by seat, so nobody is left half in a seat or pulled out of one by mistake. Helicopters pick up their squads again (from 1.42.4 they had been flying home empty) and set them down without waiting about. A squad that can't get clear of its vehicles within five minutes goes back to the fight instead of standing frozen beside them. Troop trucks leave with whoever has climbed in. Paradrop keeps your saved class gear: it goes on as you land. Kit auto-save keeps what you set up at an arsenal, not what you change in the field. A radio call to the commander is answered in time or not at all, never late, and support you ask for is never sent or charged twice.
1.42.0: Squads drive. Squads on both sides with a long way to go now take free cars and trucks of their side parked near them (armed ones too, never tanks or helicopters), drive most of the way and get out short of the fight or when they meet the enemy, leaving the cars there. Men one car can't take ride in a second, or crew a tank that's waiting for men. You snooze, you lose: a car left standing can be taken. You can pile in too: a seat one of our soldiers sits in now offers Take seat, and he gets out and finds another. Take the wheel of a car a squad of ours is riding in and they ride with you, as after a honk. Towns also keep a Humvee (open, covered, long-bed, hardtop, armed or ambulance; green or woodland), Soviet towns a UAZ or a UAZ van.
1.41.1: Support you call now shows up. A tank sent to you comes with its crew and is with you in a few minutes; if it can't get its crew or reach you in time, the commander tells you and you can call again at once. When the commander says yes, it's really on its way; if he can't send what you ask for, he tells you what he can. The gunship rockets your last map mark (placed within 1.5 km of you in the last 5 minutes), tanks included; with no mark it hits the enemy nearest you. If the commander answers your call after you've died, it waits up to 2 minutes for your respawn. Soviet paratroopers now always make it down.
1.41.0: Paradrops. Whenever a town is under fire (both sides inside its flag circle, or it is being taken), the deploy map offers Paradrop: <town>. Respawn there and you start high above our side of the town and your chute opens by itself: W and S to speed up and slow down, W with A or D to turn; it flares near the ground. The Soviets can drop a squad by parachute onto a town under fire too, so watch the sky. Uses the Parachute Framework mod, which downloads with the others when you join.
1.40.1: Honk to load up now takes any of our squads right beside you that fit in your seats, not only ones without orders, and the commander tells you why when nobody climbs in (a jeep is too small for a whole squad; a truck takes one). New in the map's Call support menu: Load up / drop off, the same as a honk.
1.40.0: Your truck, car or tank can carry troops. Ask the commander for troops, then stop and honk: they run over and climb in (none of yours about? a squad of ours standing idle close by will hop in). Drive them where you want them, behind enemy lines too, and honk again: they jump out and hold that spot, even after you drive off. Get out instead and they come with you. A honk on the move still just gets soldiers out of your way.
1.39.0: Need a gunner? Ask the commander for a crew on the radio, or pick "Crew for my vehicle" in the map's Call support menu: two soldiers come in from nearby, run to your vehicle and take its empty gun seats while you drive. They ride with you until you get out, and your next crew is ready five minutes after they leave. Tanks that used to sit at their start with nobody in them now get soldiers sent over to man them.
1.38.0: Tank crews who bail out no longer abandon their tank: they take cover and call for help, then repair it and climb back in once it's clear, and if the crew is gone the nearest soldiers come to man it. Mortar teams pack up and move up behind the front when the fighting moves on. Machine gunners who step off their gun aren't snapped straight back onto it. Enemy eyesight is back to normal and their aim gets steadily worse past 200 m, so you're far less likely to be picked off from across a field.
1.37.1: Gunships on both sides now turn back toward their own lines after each rocket run, instead of flying on over the enemy after the second one.
1.37.0: Support comes to you. Call it by radio (type ! and ask PROPHET) or from the map menu (Call support): troops run in and guard you for ten minutes, a tank drives to you and hunts the enemy around you, a gunship makes rocket runs on the enemy nearest you, and a helicopter drops medical and ammo crates next to you.
1.36.4: US tanks no longer vanish the moment they roll out (their crews get time to climb in), and a Scout now calls mortars, artillery and gunship strikes straight from the map on any spot within 1 km of him: no binoculars or line of sight needed.
1.36.3: three of Balota's helicopters (a Black Hawk gunship, the medevac and a door-gun Huey) never showed up because bushes sat where their rotors turn; they now park on clear ground on the flight line.
1.36.2: Balota moves inside the airfield fence. You now spawn on the apron by the control tower with the arsenal and the engineers' table beside you; the jeeps, trucks, LAV and tanks wait in two rows just south of the apron road with FUEL at one end and REPAIR at the other; the helicopters line up on the field east of the hangars with the helipad and the TAXI table nearest the apron, and the raid Black Hawk at the far end. The base's towers, machine-gun nests, wire and tank traps now guard the fence from the inside.
1.36.1: Chernarus, tidied up. At Balota Airfield the helicopters now stand in two rows south-east of the spawn and the vehicles in two rows beside it, the map and minimap show Chernarus itself, the loading screen and server picture are new, and the commander welcomes you to Chernarus, with two new lines when a town falls.
1.36.0: the war comes to Chernarus. A second scenario, The Thin Red Line - Chernarus PvE: the US comes up from the south coast with its base on Balota's airfield, the Soviets hold the north from Krasnostav's, and nineteen towns lie between, from Chernogorsk and Elektrozavodsk through Novy and Stary Sobor to the Northwest Airfield, Gorka and Berezino. Both commanders know the new ground. It needs the Chernarus Minus mod; the server plays Everon until we switch over.
1.35.0: the fire base. Two mortars now stand by the Airport (FIRE BASE on the map). Walk up to them, open your map, put the cursor on any spot on the island and choose Fire the guns here: six rounds come down about twenty seconds later. One mission every four minutes for the whole team; if our own troops are near the spot you're told, and it fires anyway. When your rounds land on a town the enemy holds, PROPHET hears about it and may send squads in to take it.
1.34.2: raid clean-up fixed. A raid from the Airport table that was cleaned up while one of its soldiers was still aboard could be lost track of halfway, leaving its team standing where it landed; now the clean-up always finishes.
1.34.1: the Soviet commander stays on the net. A soldier who falls through the ground is now taken out of the war within a minute instead of falling forever (on 1.34.0 one cut CIPHER off for two hours, so he stopped giving orders and never heard your taunts), and a !! taunt that can't reach CIPHER now tells you so instead of going nowhere.
1.34.0: the war chest. Each side now has supply, shown under its flag count on the map panel. Holding towns earns it, and every supply truck a convoy gets through adds a load; mortar missions, gunship runs, helicopter lifts, commando raids and replacement tanks are paid from it. It rarely runs short, but a side that keeps losing towns and gear will feel it, and every Soviet supply truck you destroy is supply they never see. Your own calls (fire missions, gunship strikes, jeeps) stay free.
1.33.0: talk to your commander. Start a chat message with ! to radio PROPHET, the US commander: ask him the plan, where you're needed or for support, and he answers on the radio for everyone, by rank and name. He can send mortars, a gunship run or tanks to a town when they're ready, and tells you straight when he can't. Start one with !! to talk to CIPHER, the Soviet commander, on the open net: he always answers, and he doesn't forget an insult.
1.32.1: more convoys, fewer stuck trucks. A convoy that's due now gets its turn instead of waiting behind the troop trucks, truck crews keep driving when the enemy shows up instead of jumping out, and a vehicle that gets stuck close to where it's going counts as there.
1.32.0: road patrols and smoother trucks. An armed Humvee (a UAZ for the Soviets) now patrols between towns behind the lines, stopping a while at each; climb into a free seat to ride along, and if one gets destroyed it makes the war diary. Troop trucks turn round as soon as they stop instead of a three-point turn in the village street, convoys and trucks stop on the road into a town rather than in its crowded centre, and a truck heading home stops at the edge of a main base instead of driving through the Airport.
1.31.0: trucks on the roads. Squads with a long march to the front now ride there: a troop truck (an M923 for us, a Ural for the Soviets) picks them up on the nearest road and sets them down short of the town, then drives back. Now and then an armed Humvee or UAZ and a truck run a convoy from a town behind the lines to one at the front, and a convoy hit makes the war diary. Climb into any free seat to ride along (you're told where it's going); take the wheel and the vehicle is yours. Both commands also pull back fewer worn-out squads at once, so more of each army stays in the fight.
1.30.1: worn-out squads are relieved. A squad the commanders pull back now goes to a safe town and is replaced by a fresh one, and only squads that have really lost half their men get pulled back (in 1.30.0 some went back with four of their six).
1.30.0: squads with real jobs. Both commands now give some of their squads a job instead of sending everyone at the next flag: digging in a town they've just taken (sandbags, wire and empty machine-gun nests), walking patrols around quiet towns, roadblocks and ambushes on the roads the enemy comes along, and pulling worn-out squads back to regroup. Most of each army still attacks.
1.29.2: raid helicopters flown by our pilots now look at the landing zone again on the way in too, and set the raid team down further back if the enemy has moved onto it.
1.29.1: battle scars and Broken Arrow. Every time a town changes hands the fight leaves something behind: burnt-out wrecks of the side that lost it and abandoned sandbags, piling up in the towns fought over most (cleared at each restart). When the enemy reaches the last town before a main base (Saint Philippe for us, Regina or Durras for the Soviets), that side calls Broken Arrow: gunships and every mortar it has on the attackers, danger close, at most once every two hours. Troop helicopters and the helipad taxi look at the landing zone again on the way in, and set down further back if the enemy has moved in.
1.28.8: raid helicopters wait until the whole raid team is properly aboard before lifting off, and squads stuck on the move find their way again.
1.28.2: safer handovers when soldiers ride in our helicopters and trucks, friendly markers on the map for bigger lobbies, saved kits protected when a restore fails, and fixes for flag patches and the helipad's service actions.
1.28.1: SITREPs. Every few minutes the US and Soviet commanders put their plan on the radio and in chat, in their own words.
1.28.0: the war diary. The first time you deploy after joining, a WAR DIARY pop-up (and your chat) gives the latest news: towns taken and held, aircraft shot down, the Meat Grinder. The same diary, plus the time, moon and weather on Everon, is live on lanmecca.net. Both commands fight smarter again: they flank, call in mortars, gunships and tanks, and talk more on the radio. Pop-ups now wait their turn instead of replacing each other.
1.27.5: hints and notifications pop up just under the radar instead of on top of it. The version and ping line stays in the top corner.
1.27.4: hints and notifications, like your service record and the transport messages, show in front of the radar instead of hiding behind it. Chat at the top left also shows in front of the kill feed now.
1.27.3: the Airport's spawn point shows at the Airport on the deploy map. It was drawn in the middle of the island, where the first test camp used to be, even though you always spawned at the Airport.
1.27.2: helicopters start up before they fly, and the Hind goes down. Climb into the taxi or a raid helicopter and you'll hear its engine start and see the rotors run up; it lifts off once they're up to speed, about 20 seconds later, instead of floating up with its rotors still. The taxi Black Hawk shuts down while it waits on the helipad, and every one of our helicopters that sets off from the ground spools up first. A Hind (or any Soviet helicopter) that's on fire, has lost an engine or a rotor, or is shot to pieces now falls out of the sky instead of flying on, and its crew count as your kills on the scoreboard and your service record.
1.27.1: raids that go. Climb into the back of the helicopter on the raid pad and our pilots fly you to the raid table's target, with the AI soldiers you added, as the helipad taxi does; take the pilot's seat instead and it's yours to fly. If there's nowhere safe to land near the target town, the raid goes to the next town instead of stopping, and you're told where.
1.27.0: a taxi table at the helipad, a raid table that's ready to go, and a quieter commander. The new TAXI table by the Airport helipad (TAXI on your map) tells you where the taxi Black Hawk is: on its way in, waiting on the helipad, leaving for a town in so many seconds, or away on a trip. Call one in when none is around. Pick where it goes at the table, or right-click a flag on your map and choose Taxi to this flag: any flag except the main bases. To one of our towns it lands right at the town; anywhere else, short of it on our side as before. A squad of ours waiting near the helipad climbs into the empty seats and fights for the same flag, and the taxi leaves early once every seat is taken. At the raid table, "board, AI flies" works straight away: the target is the nearest enemy town, "next town" picks another, and Raid this town on the map still works. "Next helicopter" swaps the one on the raid pad: a Black Hawk, a Huey or a Little Bird. The AI soldiers you can take follow its seats: six in the Black Hawk or the Huey, four in the Little Bird, or three when our pilots fly it so a seat stays free for you. The commander is 6 dB quieter again, and his radio has new static crackles and microphone clicks; the enemy radio intercepts are quieter too.
1.3.0-1.19.2: the first releases: the deploy screen, the working Airport, helicopters, building your own defenses, tanks, mortar pits and machine-gun nests, the six US classes and the open arsenal, med and ammo bags, fire support, air support, Cold War weapons, vehicles kept at every town and both commanders on the radio. Each of those versions has its own notes.
- 17 flags across Everon, from the Airport (US) to Saint Pierre (Soviets); Battlefield 2 style captures with the Ten Thousand Day War's rules.
- Commander orders are read out on the radio; captured flags pay out a light vehicle.
- Long AI moves go in legs, stuck squads are rerouted, and worn-out squads reform so both armies stay near 300.