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Total Conflict: Resistance News

[UPDATE] VERSION 1.20.0



List of fixes / improvements:
  • Added the ability to obtain unique PMC battalions in the global campaign (through game rules).
  • Added additional zoom when firing from armored vehicles.
  • Fixed troop formation when issuing movement orders (in tactical battles).
  • Fixed a critical error that caused armored vehicles with a destroyed engine to accelerate.
  • Fixed the effects of firing ATGMs, TOWs, and similar AT guns.
  • The battalion management menu has been improved; the game now pauses when changing squad order (in the global campaign).
  • Added additional effects for orders.
  • Improved AI on the global map (added situational analysis).
  • Reservists are now replenished not only in rural areas but also in other NPs (but the main increase is still from rural areas).
  • Added the ability to remove armored vehicles and cars from squads (by clicking on the vehicle icon in your battalion window).
  • Improved the sound in armored vehicles (radio).
  • Rebalanced development and AI in the global campaign to ensure more dynamic and engaging gameplay.
  • Bugs in several locations have been fixed.
  • The "Personnel Optimization" law has been corrected (now exactly 15% fewer workers are required in production).
  • New buildings and objects have been added to the total destructibility system.
  • The MAC-10 model has been corrected (the sight has been changed to allow for proper aiming and firing from this submachine gun).
  • The total destruction system has been improved (new effects added, physics improved, destruction detail increased).
  • Some events have been improved (balancing bonuses and penalties, etc.).
  • Bugs that caused events and windows to be called simultaneously (in the global campaign) have been fixed.
  • Added a setting to enable/disable artillery in the game (this requires starting a new game, currently only for the global campaign).
  • Fixed a bug that caused an allied battalion to be left without provisions and fuel when transferring it to a player.
  • AI in tactical mode has been improved (enemy units will no longer stand still while under fire at maximum range).


Added 7 new laws and 10 unique events:
  • Law "Information Program" (increases the growth of political power and stability).
  • The "Patriotic Education Program" Act (increases the growth of political power and stability).
  • The "Mobile Recruiting Centers" Act (increases the rate of reservist growth in all settlements).
  • The "Modernization of Training Centers" Act (increases the rate of reservist growth in all settlements).
  • The "Strategic Support Initiative" Act (activates the supply of military and humanitarian aid from factions around the world to form a combat-ready volunteer company).
  • The "Interstate Defense Act" Act (obligates all allies to provide additional military and humanitarian aid when a player is attacked).
  • The "Decree on the Formation of PMCs" Act (forms a new full-fledged elite battalion with its own general, unique to each military bloc).
  • "Brotherly Gesture" event (allies provide additional military and humanitarian aid when attacking a player).
  • "Loyalty to Duty" event (allies provide additional military and humanitarian aid when attacking a player).
  • "Shoulder to Shoulder" event (allies provide additional military and humanitarian aid when attacking a player).


We continue our work on the complete overhaul and improvement of locations in the game. This is a necessary step for the game's further development. Here is the list of reworked locations as of today:
  • Grova
  • Aero_Birch Fixed
  • Aero_Broad Leaf
  • Aero_Conifer Forest
  • Aero_Red
  • Aero_Sambro
  • Agan
  • Al_Jaghbub
  • Beiyang
  • Baghram
  • Barlow
  • Birgant
  • Bongo
  • Bongo_Demo
  • Road
  • Road_01
  • Rovarin
  • small_village
  • small_village_01
  • small_village_02
  • stone_crusher
  • Suburb
  • Togiz
  • Town
  • Track
  • Turchi
  • Tungur
  • Verma
  • Vasdalen
  • Village
  • Village_01
  • Warehouses
  • Wuwei
  • Xinhe
  • Yasniy
  • Yukta
  • Zlobichi

[UPDATE] VERSION 1.16.0



  • Almost all laws and events have been corrected (political effects added/changed, etc.).
  • A critical error that sometimes prevented the optical sight from loading in armored vehicles has been fixed.
  • All light submachine guns have been corrected (recoil and weapon behavior have been significantly changed, as have the MP5K, MAK10, KEDR, and other submachine guns, including the APS and GLOK-18S).
  • New battle effects have been added (additional decals).
  • Bullet and shell optimization has been performed (FPS has been increased when firing various weapons).
  • The destructibility system has been corrected (the effect of 20 and 30mm shells has been added; regular bullets can no longer destroy large structures like concrete walls, etc.).
  • AI on the global map has been improved; the enemy is now more active in building up their fleet and aircraft (if they have them in stock), as well as infantry and armored vehicle units.
  • Fixed a bug that caused the player to be affected by flashbang grenades in tactical squad command mode.
  • Fixed a bug that caused the player's artillery to be sent into battle against enemy units without any orders.
  • Corrected some physics on armored vehicles and cars.
  • Significantly increased the lifespan of spent weapon shells and magazines (for the sake of realism, piles of spent shells and magazines decorate the battlefield).
  • Fixed a critical error in the new localization (attempt number 3).
  • Corrected some environmental elements (destruction of stone fences in the desert biome and the destruction of other small objects).
  • The global campaign balance has been adjusted to make it more dynamic.
  • A "relic" critical error in the armored vehicle damage calculation system has been fixed.
  • The average number of reservists in player villages has been increased; players now have exactly the same number of reservists as the AI. New laws affecting the recruitment of new reservists will be added in the future.
  • Machine issues with the MP5 and MP5K (ammo capacity errors) have been fixed.

[UPDATE] VERSION 1.15.0

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  • [p]Fixed the SKS optical sight (position).
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  • [p]Fixed a bug that allowed buildings to be demolished infinitely in the global campaign.
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  • [p]Video card memory has been optimized, eliminating game crashes due to insufficient video memory (on low-end PC configurations).
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  • [p]The damage system for all vehicles has been refined (damage from heavy machine guns, engine placement, etc.).
    [/p]
  • [p]Improved effects and decals (bullet marks, explosions, blood, etc.).
    [/p]
  • [p]Fixed some effects.
    [/p]
  • [p]Collision has been fixed for all armored vehicles (issues with "hitting" tanks, etc., have been completely resolved).
    [/p]
  • [p]Fixed localization (Turkish).
    [/p]
  • [p]Fixed destructibility issues for some objects in the game.
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[UPDATE] VERSION 1.14.0



We continue our work on the complete overhaul and improvement of locations in the game. This is a necessary step for the game's further development. Here is the list of reworked locations as of today:

  • Suburb.
  • Small_village.
  • Small_village_01.
  • Small_village_02.
  • Stone_crusher.
  • Rebensbot.
  • Road.
  • Rovarin.
  • Al_Jaghbub.
  • Grova.
  • Henan.
  • Agan.
  • Pondosa.



List of fixes / improvements:
  • The "Stop" command (F2 key) has been fixed.
  • The auto assignment of squads to a key has been fixed (it no longer binds two or more squads to a single key).
  • A bug in the vehicle that could cause it to periodically stop has been fixed.
  • Fixed bugs that prevented players from entering a vehicle after a driver has died.
  • Fixed bugs that prevented soldiers from being ordered to enter their vehicles.
  • Added new localization (Turkey).
  • Fixed headlights and tracks for all new armored vehicles.
  • Fixed localization (Serbia).
  • Added descriptions for all new vehicles.
  • Added the ability to equip your soldiers with light SMGs (MP5K, Kiparis, Kedr) (in the secondary weapon slot).
  • Fixed the camera in tactical and strategic modes (fixed lags due to high FPS).
  • Rebalanced player and AI resources at the start of a new global campaign (more weapons, armored vehicles, and a variety of resources).
  • New music has been added (a new album from the legendary Wiktoria Zac).
  • Battles for settlements (in tactical battles) have been improved. The fight now revolves around specific points of interest within the location, making battles more dynamic and logical in terms of gameplay and naturalness.
  • Damage coefficient settings have been added for player and AI troops (in tactical battles, for all types of weapons).
  • Transportation has been optimized, and frame rates have been increased.


New laws and related events:
  • "We Are Together" Program.
  • Personnel Optimization.
  • Employment Centers.
  • Trade Unions.
  • Trade Union Powers.
  • Production Modernization.

These laws serve to increase the number of workers in captured countries, as well as the overall efficiency of production in your settlements.

[UPDATE] VERSION 1.10.0



We continue our work on the complete overhaul and improvement of locations in the game. This is a necessary step for the game's further development. Here is the list of reworked locations as of today:

Togiz.
Town.
Track.
Tungur.
Turchi.
Vallershtane.
Vasdalen.
Verma.
Village.
Village_01.
Warehouses.
Wuwei.
Xinhe.
Yukta.
Zlobichi.
Aero_BirchFixed.
Aero_BroadLeaf.
Aero_ConiferForest.
Aero_Red.
Aero_Sambro.
Agan.
Satlyk.
Suruc.
Tabili.
Tikrit.
Yasniy.


New armored vehicles in the game:

BTR-40.
BTR-50.
PT-76.
V-100 Commando.
Leopard 2A4.
T-64 (replaced with a new, more detailed model).


List of fixes / improvements:

Game optimization has been performed; fixed crashes on weak graphics cards, increased game loading speed, and increased the average frames per second (FPS).
Added several new buildings for the destructibility system (farms, barns, etc.).
Fixed in-game volume level settings (music, effects, etc.).
Fixed issues that prevented some vehicles from being captured as trophies in battles.
Fixed a bug where vehicles would not stop after the crew abandoned them.

We have begun work on creating an inventory and basic RPG elements (quests, character stats, NPCs, a dialogue system, and much more). These systems and mechanics are being developed for a new campaign where the gameplay will lean towards RPG (playing as a single hero, traveling through locations, completing quests, trading, capturing settlements, diplomacy, a relationship system, and more). In parallel, we are developing the global and tactical campaign. We also have an idea to create a highly simplified version of the global campaign for players who prefer fast-paced gameplay, similar to classic RTS games.

Let us know in the comments what you think about all this—your opinion is very important to us. Thank you for believing in and supporting us.