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WASP Warfare 1.1 — AI Commander V2 is live

This release is WASP Warfare 1.1 — the first numbered update after 1.0. The one we promised. The AI Commander V2 rebuild is now live on the server — the biggest single change to how a WASP round actually plays since the fork. The commander that runs each side is no longer the twenty-year-old Warfare brain with patches bolted on; it's a rebuilt system that perceives the battlefield, forms a plan, and commits to it. Alongside it, a stack of features that spent the last weeks behind server switches in live testing are now switched on. Here is everything in the release.

The new AI Commander

A real brain runs each side now. V2 separates what the commander sees from what it decides: it reads a snapshot of the whole map — who holds what, where the fronts are, how strong each side is — and plans against it instead of reacting tick by tick.

It concentrates instead of dribbling. The commander picks a front and masses a "fist" of teams onto it rather than trickling single squads at every town. A couple of teams peel off to harass the enemy's deep rear — the supply hubs — while the main effort pushes. When it captures, it consolidates before rolling forward.

It expands. Idle neutral towns used to sit neutral all game. The commander now sends teams to take the nearest reachable neutral ground instead of throwing everything at one contested town.

Decapitation strikes. When a side builds a decisive advantage and has teams close enough to sense the enemy headquarters, it can commit to a finishing push on the enemy base — with hysteresis and a minimum-commitment timer so it presses the advantage instead of flip-flopping. It won't do this from across the map; it has to earn the position first.

It fights when it's losing. A losing side pushes the softest lane and contests instead of farming empty neutrals, so rounds resolve instead of stalling.

Richer telemetry. The whole decision stream is instrumented, which is how we can watch — and eventually show you — what each commander is thinking.

The old V1 commander is kept as an instant rollback lever for now; if anything goes wrong we can revert the brain in one move without touching the rest of the release.

Squads that act like squads

The Squad Micro Layer is now complete and live — all five pieces:

  • Camp-split captures. A squad splits across two town camps at once while the leader holds the center, roughly halving capture time, instead of twelve men walking to one camp in a blob.
  • Real dismounts. Mounted infantry actually get out and fight instead of riding into the objective.
  • Graceful retreats. Beaten-up teams fall back and reform instead of feeding themselves in piecemeal.
  • AT overwatch. Anti-tank teams post up to cover armor approaches.
  • Surgical unstuck. A single wedged soldier gets nudged loose without recovering the whole team.

Every detached soldier carries a watchdog so nobody gets left standing alone in a field.

New on the battlefield

AWACS radar platform. An airborne radar asset that paints the air picture and sweeps for ground movement — eyes in the sky for the side that fields it.

Airfield ownership matters. You can no longer buy aircraft at an airfield the enemy holds. Take the airfield first.

East fields a captured C-130J. A big fixed-wing transport in an AWACS-support role for the East.

Smarter AI construction. The commander keeps its builds clear of roads and off cliff faces and tree-lines, so bases stop appearing in stupid places.

Permanent daytime stays on — no more fighting the accelerated night cycle.

Naval theater. The capturable offshore carriers, the Mi-24 carrier CAP, and the consolidated SCUD interface are all live for Chernarus naval games.

The command console

The in-game command tab now runs a dual-mode console: when the AI runs your side you get an intent readout and advisory nudges; when a human takes command you get the full roster and order set. Any player can call the nearest free friendly AI team to their position with Request AI Support, and commander verbs (focus, posture, field orders, reinforce) are rate-limited server-side so one player can't flood the queue.

Fixed on the way in

A release this size gets a fix pack riding shotgun. All of these are live:

Supply pay-outs actually pay out. A class of supply payments was silently doing nothing — it now credits correctly. The same verified pack fixed kill-assist credit, vehicle rearm, and insurgent air-defense scan guards, and switched on a static-defense placement ordering fix that had shipped dark in Build 89.

Town garrisons unfroze. A launch-evening hotfix replaced an invalid engine command that could leave town garrison AI standing frozen in place. The lint gate now blocks that entire class of mistake from merging again.

The first-night founding bug — found and fixed the same night. Early in the rollout, a missing entry in a server allowlist meant the new commander could found zero AI teams. We caught it in the live telemetry, fixed it within hours, and the guard that caused it now gets a completeness audit before anything similar ships. If your first V2 round felt strangely quiet on the AI front — that was it, and it's gone.

Base build menu decluttered. Three prefab fort compositions came out of the defenses build menu — fewer redundant entries between you and the walls you actually want.

Held for the next patch

The FPV strike drone is staying dark a little longer. A security review found a way it could be misused across sides. Its hardening pass has now landed — ownership tokens, rate limits, server-side detonation — but it stays switched off through one more review round. We'd rather ship it late than ship it exploitable.

The insurgency is getting a brain. Groundwork for a GUER "director" shipped dark behind a switch in this release: virtual per-town strength that regenerates over time, and an air-contact tier so aircraft buzzing a town wake up only its anti-air instead of the whole garrison. It goes through live testing first — more on this soon.

Website

The Command Center at miksuu.com/stats is the live front line, leaderboards, and the war at a glance, on the site's motion design system.

Under the hood

This release rode in on a repository-wide consolidation: every open change was reviewed and adversarially verified before it merged, hundreds of stale branches were pruned, an Arma-2-specific lint gate guards every change, and the three-terrain mirror (Chernarus, Takistan, Zargabad) is re-verified byte-for-byte. This window also removed sixteen confirmed-dead code paths from the mission, and the server launch script was replaced with a readiness-gated one that fixes a family of startup race conditions — the kind that used to make first rounds after a restart flaky. The previous build stays archived as an instant rollback, as always.


Found something off? The Discord is the fastest way to reach us — especially in the first days of a release this size. See you on the server.