PR:BF2 v1.8.1.0 Changelog

The changelogs for recently released Project Reality versions
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Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

PR:BF2 v1.8.1.0 Changelog

Post by Mats391 »

PR:BF2 v1.8.1.2 Changelog (2025/04/08)


VEHICLES:
  • Updated Z9 Haitun and Panther physics.

WEAPONS:
  • Fixed deployable weapons not attributing kills to the user.

LEVELS:
  • Assault on Grozny
    • Added Skirmish Large.
  • Donbas
    • Added CNC, Skirmish and Gun Game layers.
    • Lowered artillery guns to 2 from 4 on all AAS layers.
  • Fallujah West
    • Added Skirmish Large.
  • Krivaja Valley
    • Added Skirmish Large.
  • Omaha Beach
    • Added Skirmish Large.
  • Road to Damascus
    • AAS32: Removed SU-25 from MEC.
    • AAS128:
      • Removed one F-16 from Dutch.
      • Replaced one MIG-29 with SU-22 for MEC.
    • INS32:
      • Added T-62 for Syrian Rebels.
      • Added Shilka for Syrian Rebels.
    • INS128: Removed Namer for IDF.
  • Stalingrad
    • Added grid to minimap.
PR:BF2 v1.8.1.1 Changelog (2025/04/05)


GENERAL:
  • Fixed various localization issues.

COOP:
  • Fixed an AI crash caused by a duplicated AI template.

VEHICLES:
  • Fixed a crash related to Fuchs 1A8.

SETTINGS:
  • Updated maplist to partially fix the issue of non-existing Donbass layers being listed as playable.

PR:BF2 v1.8.1.0 Changelog (2025/04/01)


GENERAL:
  • Added US Space Force Faction.
  • Added Chinese Space Force Faction.
  • Maxwell now spins.
  • Added preliminary client support for Linux, refer to our guide for setup.

GAMEMODES:
  • Skirmish:
    • Increased tickets to 300
    • Decreased respawn time to 10-20 seconds
    • On a passworded server, these values can be adjusted according to your needs in PROJECT REALITY SKIRMISH SETTINGS in realityconfig_private.py.

MENU:
  • Added new icons for player-placed map markers.
  • Added new Commander menu icons.
  • Deployable weapons are now marked on the map.
  • Added new AP special ability icons to AP kits.

COOP:
  • Improved stability.
  • Added ammocache minimap icons.
  • Fixed localization issues.
  • Fixed some COOP kits missing binoculars.
  • Removed smoke grenade from COOP WW2 Soviet Specialist kit.

KITS:
  • Added MPL50 shovel to ARF, Chechen, Militia, Militia90, Insurgents, MEC, FSA, Hamas, RU, RU90, Taliban, NVA kits.
  • Updated all Vietnam US Army kits to use the M3 knife.
  • Updated Vietnam NVA Engineer, Sniper, Sniper, Specialist kits to use machetes.
  • Fixed some mobile phones being unable to place map markers when used as by Squad Leaders.
  • Fixed RDG-1 using RDG-2 icon.

EFFECTS:
  • Added snow effect for shovel on snow maps.
  • Added snow effect for grenades on snow maps.
  • Fixed deployable collapse and shovelling effects in snow maps showing dirt instead of snow.

SOUNDS:
  • Added new sounds for SVT-40.
  • Fixed broken SPG-9 firing sound.
  • Fixed WW2 german loss theme having low quality.

OBJECTS:
  • Fixed WW2 supply crates having more HP than modern ones.

VEHICLES:
  • Fixed Fuchs gunner sight swivel camera clips.
  • Fixed bots clipping through using the M67, M48A1 .50 cal gunner.
  • Added Russian and German LCVP.
  • Fixed Mi-17 gunners mg cameras clipping through cockpit when looking down.
  • Fixed NVA Mi-17 model missing some fixes previously applied to the MEC version.

WEAPONS:
  • Improved Fire Animations of Beryl Rifles.
  • Added MPL50 shovel.
  • Fixed Flak 18, PAK 36, PAK 40 using old reload bar.


LEVELS:
  • GENERAL:
    • Added Andromeda (1x1km) AAS, Skirmish - US Space Force vs Chinese Space Force.
    • Added Donbas (2x2km) AAS - PL vs RU, GER vs RU, NL vs RU, US vs RU.
    • Removed Medelivka seasonal map.
  • Assault on Grozny:
    • Fixed players getting stuck in terrain near Presidential Palace flag.
  • Gaza:
    • Fixed misplaced ladder south of the double T buildings.
  • Grostok:
    • Fixed 3 misplaced caches.
  • Stalingrad (Winter):
    • Improved overall fps.
    • Updated map lighting.
Image

Mineral: TIL that Wire-guided missiles actually use wire
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Golden_Pilot
Posts: 121
Joined: 2019-02-26 15:43
Location: Egypt
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Re: PR:BF2 v1.8.1.0 Changelog

Post by Golden_Pilot »

Incredible work, as always!
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KianaKaslana
Posts: 83
Joined: 2022-02-15 07:38

Re: PR:BF2 v1.8.1.0 Changelog

Post by KianaKaslana »

You guys can't be serious, can you?
Just a noob 3-party dev trying to develop the dream faction, but I'm a bachelor.
robert357
Posts: 233
Joined: 2016-01-29 12:58

Re: PR:BF2 v1.8.1.0 Changelog

Post by robert357 »

PR is ruined! As always :P
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Marchioretto
Posts: 3
Joined: 2025-03-30 12:41
Location: Brasil 🇧🇷

Re: PR:BF2 v1.8.1.0 Changelog

Post by Marchioretto »

Muito bom, ótimo trabalho, a cada dia amo mais a experiência que PR proporciona :D
❈ Gen. de Exército Marchioretto ❈
Comandante Supremo do BFOR
"Conhece o inimigo e a ti mesmo e, em cem batalhas, nunca estarás em perigo." – Sun Tzu
Grump/Gump.45
Posts: 637
Joined: 2018-12-15 21:35

Re: PR:BF2 v1.8.1.0 Changelog

Post by Grump/Gump.45 »

1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
Grump/Gump.45
Posts: 637
Joined: 2018-12-15 21:35

Re: PR:BF2 v1.8.1.0 Changelog

Post by Grump/Gump.45 »

The DEVs made a pretty accurate alien to one of the reported species here on our planet.

May we get telekinesis next April fools like from Star Wars and history? https://pubmed.ncbi.nlm.nih.gov/6935191/

https://www.youtube.com/watch?v=6n8TUI2qJZs

Last edited by Grump/Gump.45 on 2025-04-11 06:15, edited 1 time in total.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
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Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: PR:BF2 v1.8.1.0 Changelog

Post by Mats391 »

PR:BF2 v1.8.1.1 Changelog (2025/04/05)


GENERAL:
  • Fixed various localization issues.

COOP:
  • Fixed an AI crash caused by a duplicated AI template.

VEHICLES:
  • Fixed a crash related to Fuchs 1A8.

SETTINGS:
  • Updated maplist to partially fix the issue of non-existing Donbass layers being listed as playable.
Image

Mineral: TIL that Wire-guided missiles actually use wire
User avatar
Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: PR:BF2 v1.8.1.0 Changelog

Post by Mats391 »

PR:BF2 v1.8.1.2 Changelog (2025/04/08)


VEHICLES:
  • Updated Z9 Haitun and Panther physics.

WEAPONS:
  • Fixed deployable weapons not attributing kills to the user.

LEVELS:
  • Assault on Grozny
    • Added Skirmish Large.
  • Donbas
    • Added CNC, Skirmish and Gun Game layers.
    • Lowered artillery guns to 2 from 4 on all AAS layers.
  • Fallujah West
    • Added Skirmish Large.
  • Krivaja Valley
    • Added Skirmish Large.
  • Omaha Beach
    • Added Skirmish Large.
  • Road to Damascus
    • AAS32: Removed SU-25 from MEC.
    • AAS128:
      • Removed one F-16 from Dutch.
      • Replaced one MIG-29 with SU-22 for MEC.
    • INS32:
      • Added T-62 for Syrian Rebels.
      • Added Shilka for Syrian Rebels.
    • INS128: Removed Namer for IDF.
  • Stalingrad
    • Added grid to minimap.
Image

Mineral: TIL that Wire-guided missiles actually use wire
CG-Delta
Posts: 74
Joined: 2012-06-20 00:00

Re: PR:BF2 v1.8.1.0 Changelog

Post by CG-Delta »

Road to Damascus

AAS32: Removed SU-25 from MEC.
AAS128:
Removed one F-16 from Dutch.
Replaced one MIG-29 with SU-22 for MEC.
INS32:
Added T-62 for Syrian Rebels.
Added Shilka for Syrian Rebels.
INS128: Removed Namer for IDF.
*INS64
Large doesn't exist
Grump/Gump.45
Posts: 637
Joined: 2018-12-15 21:35

Re: PR:BF2 v1.8.1.0 Changelog

Post by Grump/Gump.45 »

Next update, for the Manual, should include basic game strategy. Based around FOB assets, full potential and vehicle assets supporting each other. The original Combined Arms Vision of the game.

Teach to read asset lists and add everything up, survey terrain and organize between squad leaders to maximize firepower and teamwork. A Strategy Manual section based upon what the game and each map has available.

Tank + APC + IFV + logistic repairs + AA vehicle + jeeps + 3 TOW + 3 AA + 6 HMG + 2 mortars. Kits 1 HAT, 2 AA, 2 combat engineers, 2 sniper, 3 marksmen, 3 machine gunner, 4 LAT.

You want everyone using powerful weapons together.

Best place to do it is at a last flag from the start of the round to demonstrate the advantages of having time before enemy shows up to build everything then having main base right there so your APCs come out first and every other main base last flag benefit..

How each compliments and protects the other based on capability and what it counters, being bait for each other.

Maximum firepower and Combat Techniques of Fire briefed, how to suppress and scan the view distance aggressively to catch smart fast peekers. Especially for tank COAX.

Tank + APC + IFV + logistic repairs + AA vehicle + jeeps + 3 TOW + 3 AA + 6 HMG + 2 mortars.

Attacking has higher ticket costs than defending with all assets. Encourage more play than just going for the flags to win.

Its more fun to kill everything from a suitable last flag from the start of the round with Tank + APC + IFV + logistic repairs + AA vehicle + jeeps + 3 TOW + 3 AA + 6 HMG + 2 mortars.

Then how to spread everything out using maximum distances, like 50 meters FOB from crate, FOB asset line away from FOB, mortars 100-200 meters or on edge of build radius away from FOB and other FOB assets in case of counter mortars.

FOB build radius with diagram picture examples using the symbols to show the widest, safest spread on build radius. Then efficiency things like "1 man digs each emplacement so its done all at same time" then how fast a super FOB can get completed with 2 or more crates prepared in place.

1st minute, place FOB, at 25% run the emplacement line 1 man digging each emplacement. 2nd minute FOB is done by 1 man or at end of 1st minute by 2 guys, emplacments should be finished digging and being armed.

Then things like HAT/LAT shouldn't man a TOW. Also 1 TOW versus 2 tanks isn't good. Even one tank can cause major issues for a single TOW if its barely damaged.

Friendly tank should support defense of TOW covering flag rather than wander map risking getting hit going into unknown, bait enemy tanks to TOW and listen for armor sounds next to dismounted infantry on anti-tank emplacements.

Each weapon, vehicle type and its capabilities. Visual mutual cover and spread formation for munition threat distances to counter like mortars, CAS bombs. Multiple languages.

1 man per everything. Digging, emplacement, 1 medic per man, 1 ammo runner per mortar, 1 ammo runner per TOW.

One man per piece of cover, move cover to cover, in view of each other to save each other, 1 man hit per explosion spread formation,
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees
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