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CAOS Development Roadmap

Greetings! Today we’re happy to share our development plans from now through fall! As with all design roadmaps specifics may change, but we are only including plans in the roadmap that we consider set in stone. Naturally, the details for the forthcoming CAOS: Reinforcements update will be much more specific than for the more distant CAOS: Operation Husky as a result.

[h2]CAOS: Reinforcements[/h2]
Planned Release: Late July, 2021
Content:
CAOS: Reinforcements focuses on bringing you ongoing requisition to improve long-form scenarios and dramatically enhance replayability. The new Conquest style requisition mode in particular completely alters how the large Attack scenarios are played, because controlling as many objectives as possible enhances your ability to bring in new reinforcements.
  • Rolling Requisition mode: Players earn points per turn to buy new units based on the scenario’s starting point value.
  • Conquest mode: Players earn points to buy new units from controlling objectives.
  • Paris Map, a large (50x50) map stretching from Le Havre in the West, to Melun in the south, and Mons in the Northeast. Paris provides a varied battlefield including many river valleys, cities, and open grasslands, great for mobile warfare and protracted sieges alike.
  • 2 smaller Duel size maps created from the larger Paris map. One focused on the Seine river valley running through Paris itself, and the other focusing on the grassland surrounding Arras.


[h2]CAOS: Operation Husky[/h2]
Planned Release: Fall, 2021
Content:
CAOS: Operation Husky focuses on the historical Allied invasion of Sicily in 1943, but in addition to the historical battle, we will also be creating several hypothetical scenario variants that we will reveal closer to Husky release.
  • Historical Operation Husky: The historical Allied Invasion of Sicily in July/August 1943. Operation Husky will bring the first amphibious and paratroop operations to CAOS in a long-form scenario lasting upwards of 60 turns.
  • Dynamic Air Control Zones: Extend your air control across the map by capturing airfields.
  • Optional alternative counter-set. A new counter set based on tank/weapon silhouettes for players who prefer a non-NATO counter option.
  • Scenario Editor: Create and share your own custom battles.


[h2]Beyond Husky:[/h2]
Beyond CAOS: Operation Husky we have many, many ideas, from concepts to deepen the engineering system, to a more detailed air combat system, and additional historical battles from the Libyan desert to the Russian front. But ultimately the course of design after Operation Husky is up to what you, the players, want to see. We have further surprises we look forward to sharing with you in the future, but we make CAOS for its players and we’ll tackle further extensions to the game according to what the community enjoys most and wants to see expanded.

But for now, we look forward to hearing your thoughts and rolling out gameplay footage from the Reinforcements update soon!

Update 1.0.0.4: Engineering Tweaks

Today we have a quick update focusing on rebalancing the engineering system and improving the engineering user interface. Tomorrow we will be back with our long-term CAOS development road map!

[h2]Gameplay:[/h2]
  • Rebalanced costs of all engineering orders. In general construction times have been doubled.
  • Bridges are no longer automatically completed in one turn.
  • Engineering value of basic, shovel-equipped engineers raised from 1 to 1.5.


[h2]Interface:[/h2]
  • Added turns to completion estimate for engineering orders in orders menu.
  • Bridges under construction (and thus crossable only by infantry) are now marked in brown.
  • Complete bridges, crossable to all unit types, are marked in gray.


[h2]Modding Improvements:[/h2]
  • Engineering costs are now fully moddable in the engineering.dat file.

Update 1.0.0.3:

A quick update to fix bugs brought to our attention by community members and make further refinements to the AI.

  • Fixed support for ultra-wide monitors. If the image appears blurry we recommend setting the Window option to ‘Full’, and the Full Screen option to ‘No.’
  • Fixed remaining missing weapon stats.
  • Various AI improvements.

Friday June 25, Live Stream and Play with Devs Event

We are happy to announce we will be holding two back-to-back events this Friday!

[h2]Developer Live Stream[/h2]
From 12-13:30 PDT NS2-Xenophon will be live streaming a head-to-head game on Steam against veteran CAOS beta tester, and half-century long wargamer, KarlMunz.

[h2]Play with the Devs[/h2]
After that we’ll be on Discord playing games with members of the CAOS community until about 14:30.

Whether you want to play or just watch, we look forward to seeing you tomorrow!
NS2 Discord: https://discord.gg/8FYqxnRe

Update 1.0.0.2:

We have a quick update to fix minor bugs
Checksum: (2C84)

[h2]Bug Fixes:[/h2]
  • Fixed a bug that could cause a crash when assigning replacement points to units with less than 5 weapon slots.
  • Fixed missing strength points in the US 2/82nd Field Artillery Regiment, 1939.
  • Fixed missing combat values for SS Mot. Infantry 1939.