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Dev sprint, week 5 — release candidate to V2

The final week: builds 80 through 89.3, a tools day, the site refresh — and the release we're calling WASP Warfare V2. Full release notes to follow.

The commander grew up (80–85). Round-ending HQ strikes fire reliably, unreachable towns get blacklisted instead of eating endless dispatches, crews field-repair their vehicles, tanks climb and self-right on Takistan's slopes, convoys road-march, and its air force actually flies — jets had been receiving driving orders.

Strategic weapons (86–88). The old bare-nuke ICBM became the SCUD program: a real, hunt-able launcher firing MIRVs, minefields, recon flashes and bunker busters, with the nuke on a five-minute countdown you can stop by killing the launcher. 53 cosmetic skins arrived, the AI learned to mass before hitting your base — and Zargabad joined the rotation: Miksuu's port of the dense 8 km urban map, 11 towns.

The polish pass (89–89.3). Zargabad tuned for smooth long matches, kill messages that tell you what got you and from how far, an end-of-match summary, wallet-safe joins, and an AI that counter-attacks while losing instead of farming empty ground.

Tools day. All seven web tools got fixes and a visual overhaul, the EASA Loadouts editor shipped as tool number eight, and the site got the refresh you're reading now.

Five weeks, ~900 substantive commits, +44k lines of new gameplay code. See you on the server.