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Community vote

Roadmap

These are the bigger features that could come to Miksuu’s Warfare next. Which ones do you want? Vote want or don’t want on each one and say why in the comments — the results decide what comes first.

Anyone can read along. Voting, comments and suggestions need your Discord login — one vote per account per item, and you can change or remove it any time.


97 of 97 items

Vehicles & weapons

8
  • Air & support · Effort M

    Any player can buy an FPV drone for $2,500 and fly it into an enemy vehicle. Battery lasts 240 s, 60 s cooldown per player, RPG-sized warhead, and it will not arm within 120 m of your own base.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_FPV_DRONE=1, _COST 2500, _TTL 240, _COOLDOWN 60, _MIN_BLAST_RANGE 120; fork PRs #1070, #1079, #1096. Only the drone; the fork FOB is not part of this (main has its own FOBs).

  • Units, vehicles & gear · Effort S

    A small, cheap and fast scout helicopter for WEST.

    Want0Don't want0
    0 comments
    Technical details

    AH6X_EP1 in Units_*.sqf.

  • Units, vehicles & gear · Effort S

    Two extra base/town statics: the DShKM heavy machine gun and the AGS grenade launcher, priced like their counterparts.

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    0 comments
    Technical details

    DSHKM_CZ_EP1, AGS_CZ_EP1 (WFBE_C_ACR_CONTENT_GAP=1).

  • Units, vehicles & gear · Effort S

    The Czech Mi-171Sh armed transport helicopter, a step up from the Mi-8.

    Want0Don't want0
    0 comments
    Technical details

    Mi171Sh_CZ_EP1.

  • Units, vehicles & gear · Effort S

    The Czech RM-70 multiple rocket launcher at Heavy Factory level 4.

    Want0Don't want0
    0 comments
    Technical details

    RM70_ACR in Units_*.sqf.

  • Units, vehicles & gear · Effort S

    The Czech T-72M4CZ main battle tank at Heavy Factory level 4.

    Want0Don't want0
    0 comments
    Technical details

    Units_*.sqf T72_ACR (WFBE_C_ACR_CONTENT_GAP).

  • Units, vehicles & gear · Effort S

    Czech T810 trucks: an armed MG truck plus repair, refuel and rearm versions.

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    0 comments
    Technical details

    T810_ACR, T810Repair_ACR, T810Refuel_ACR, T810Reammo_ACR.

  • Units, vehicles & gear · Effort S

    EAST gets the large C-130J for paradrops and airlift, matching WEST.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_EAST_C130=1.

Commander & economy

12
  • Economy · Effort M

    One bank per side, built at least 800 m from your own HQ. While it stands it pays your team a shared cash pool; it is guarded by 2 MGs and an AT post and shows an R on the map, so the enemy can raid it.

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    0 comments
    Technical details

    WFBE_C_ECONOMY_BANK=1, WFBE_C_BANK_MODEL_V2, WFBE_C_RESERVE_GUARD=1; Structures_CO_US/USMC.sqf.

  • Units, vehicles & gear · Effort S

    A buyable truck your team can respawn at, so a forward push can keep going without a FOB or HQ nearby.

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    0 comments
    Technical details

    WFBE_C_UNITS_REDEPLOYTRUCK=1.

  • Economy · Effort M

    After Aircraft Factory level 1, fly supply runs by helicopter: 15 s to load at a town, 15 s to unload at your Command Center, and 25% more money and score than a truck run.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_SUPPLY_HELI_ENABLED=1, _TYPES, _LOAD_TIME 15, _UNLOAD_TIME 15, _REWARD_MULT 1.25; fork PR #8. Must merge with main's supply-run reward code.

  • Economy · Effort S

    Your own HQ can be lifted by a heavy helicopter again, so the commander can move base fast.

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    0 comments
    Technical details

    WFBE_C_AIRLIFT_OWN_HQ=1.

  • Economy · Effort S

    Each factory gets a queue cap: Barracks level + 2, Light/Heavy/Aircraft level + 1. The buy menu shows your queue against the cap.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_FACTORY_QUEUE_LIMITS=1; caps #1362, #969.

  • Economy · Effort S

    Camp respawns restore your custom loadout without charging you for it again, like a base respawn.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_CAMP_RESPAWN_KEEP_GEAR=1.

  • Economy · Effort S

    Cancel the last unit in your factory queue and get all your money back.

    Want0Don't want0
    0 comments
    Technical details

    Action_CancelQueue.sqf + RequestCancelQueue; leak fix #2524.

  • Economy · Effort S

    A sell action on vehicles you bought, at base: you get 50% of the price, scaled by hull health. Confirm twice so nobody sells by accident.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_VEHICLE_SELL=1, _FRACTION 0.5; Action_VehicleSell.sqf, RequestVehicleSell.sqf.

  • Economy · Effort M

    Queue upgrades, including several levels of the same one. Each starts automatically as soon as there is enough supply.

    Want0Don't want0
    0 comments
    Technical details

    Fork PR #23 (feat/upgrade-queue-stacking), #8; timer fix f6aa6c0b78.

  • Economy · Effort S

    Crew price becomes 3% of the vehicle price per crewman (capped at $400) instead of a flat $120. A jeep crew stays cheap; a top tank or jet crew costs more.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_UNITS_CREW_COST_TIERSCALE=1, _COEF 0.03, _CAP 400.

  • Economy · Effort S

    Rearm price scales with how empty the vehicle is, with a 10% minimum. A nearly full vehicle pays almost nothing. Artillery is excluded so nobody fires and refills for free.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_SUPPORT_REARM_PROPORTIONAL=1; Client_SupportRearm.sqf.

  • Economy · Effort S

    HQ repair cost grows from $7,500 to $49,500 over the average round length, so a late-game HQ kill matters more.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_HQ_REPAIR_SCALING=1 (rolling average round length).

Base building

6

Air, radar & artillery

10
  • Air & support · Effort M

    A new upgrade and building (one per side, needs your own AAR). It marks on the map where enemy artillery fired from, inside its radius.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_STRUCTURES_COUNTERBATTERY=1, WFBE_UP_CBRADAR=22, WFBE_C_STRUCTURES_MAX_CBRadar=1; fork PR #969, 43ef88fbe1.

  • Air & support · Effort M

    One MAZ-543 SCUD per side, limited to 20 km/h. It fires a saturation strike on a target you click on the map.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_SCUD_DRIVABLE_ALLMAPS=1, WFBE_C_SCUD_ONE_PER_SIDE=1, WFBE_C_SCUD_SPEED_CAP_KMH 20, MAZ_543_SCUD_TK_EP1 (Fire Mission map-click).

  • Air & support · Effort M

    While a friendly C-130, MV-22, Mi-17 or An-2 flies above 150 m, your side sees moving ground vehicles within 6 km on the map, refreshed every 30 s. EAST also gets the C-130J.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_AWACS=1, _MINALT 150, _GROUND_RANGE 6000, _GROUND_DELAY 30; WFBE_C_EAST_C130=1.

  • Air & support · Effort S

    OA aircraft drop flares on their own when locked; today flares are manual.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_MODULE_AUTO_CM_OA=1.

  • Air & support · Effort S

    Takistan jets and helicopters unlock stronger EASA loadouts with each air upgrade.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_TK_EASA_ROSTER=1.

  • Air & support · Effort S

    The F-35B and Su-34 get 2 anti-radar missiles that home on Tunguska, Linebacker and radar sites.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_SEAD=1 (2-shot cap).

  • Air & support · Effort S

    The first SPAAG missile drains the jet's fuel and damages it slightly, giving the pilot a chance to glide out and land. A repair refuels it. The second hit always kills.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_JET_AA_SURVIVE=1.

  • Air & support · Effort S

    AAR level 1 sees aircraft above 100 m, level 2 above 60 m, level 3 above 30 m. Pilots can no longer hide just above the trees all game.

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    0 comments
    Technical details

    WFBE_C_STRUCTURES_ANTIAIRRADAR_DETECTION_TIERS=[100,60,30] (Common_MarkerLoop.sqf).

  • Air & support · Effort S

    Rifles and MGs no longer damage aircraft beyond 300 m.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_SMALLARMS_AIR_ENVELOPE=1, _RANGE 300.

  • Air & support · Effort S

    Enemies you spot show up on the map of every player on your side, not only on yours.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_SPOTTER_TEAM_MARKS=1.

Carriers & naval

6

Towns, airfields & victory

12
  • Towns, garrisons & QRF · Effort L

    A 4-level upgrade fields up to 3 AI patrols per side that drive the roads and take towns: level 2 motorized, level 3 armored, level 4 air. They get stronger every 45 minutes.

    Want0Don't want0
    0 comments
    Technical details

    Patrols upgrade; WFBE_C_SIDE_PATROLS_MAX 3, _ROADBIAS, _ESCALATE, WFBE_C_PATROL_AIR_TIER.

  • Towns, garrisons & QRF · Effort S

    Taking the town centre hands its camps to the new owner too.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_TOWN_CAPTURE_FLIPS_CAMPS=1.

  • Towns, garrisons & QRF · Effort S

    Garrisons of active towns rotate a 4-man group on a 300-800 m loop.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_TOWNS_SORTIES=1.

  • Towns, garrisons & QRF · Effort S

    The camp capture radius grows from 10 to about 14 m, and from 5 to 8 m for players.

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    0 comments
    Technical details

    WFBE_C_CAMPS_RANGE 13.915, WFBE_C_CAMPS_RANGE_PLAYERS 8.

  • Towns, garrisons & QRF · Effort S

    Static weapons in a town get gunners right after capture instead of only when enemies come close.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_TOWNS_GUNNERS_ON_CAPTURE=true.

  • Maps & world · Effort M

    Each match picks the starting bases at random from a larger, tested set of locations (Chernarus 28 instead of 19, Takistan 21 instead of 14), always away from town capture zones. More variety, and nobody starts on top of an objective.

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    0 comments
    Technical details

    Sources: 88, 86, 84, 67, 66, 62, 59 | Likely Rsc/Parameters.hpp plus Init_CommonConstants.sqf spawn-position arrays; the randomization regression recurred across four builds, so make the fix durable.

  • Maps & world · Effort S

    You can no longer buy aircraft at an airfield the enemy owns.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_AIRFIELD_OWNERSHIP_GATE.

  • Towns, garrisons & QRF · Effort S

    Defenders appear in a ring at 70-95% of the town radius instead of at the camps, so attackers meet them on the way in.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_TOWNS_PERIMETER=1.

  • Maps & world · Effort M

    NWAF, NEAF and Balota get a capture point with light defenses, a repair point and a hangar aircraft only the holder can buy.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_AIRFIELDS=1, WFBE_C_AIRFIELD_SERVICE.

  • Towns, garrisons & QRF · Effort S

    Up to 6 towns send AI patrols to their neighbours, so the map is not empty between fights.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_TOWNS_PATROLS 0 -> 6.

  • Maps & world · Effort S

    Holding Krasnostav unlocks the T-72M4CZ; holding NWAF unlocks the RM-70.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_CAPTURE_UNLOCKS=1.

  • Maps & world · Effort S

    A side that holds at least 80% of all towns for 30 unbroken minutes wins. Start, milestones and breaks are announced, with a countdown on the HUD.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_VICTORY_TERRITORIAL=1, _FRAC 0.8, _MINS 30, WFBE_C_TERRITORIAL_HUD=1.

Bigger ideas

7
  • Maps & world · Effort M

    One hour into the round an oilfield opens between the two bases. Holding it pays 200 supply per minute, up to 15,000 per round. Enemies can sabotage it; the owner has to repair it.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_OILFIELD_ENABLE=1 (Takistan only), INCOME_SUPPLY 200/min, INCOME_CAP 15000, UNLOCK_TIME 3600, sabotage/repair loop.

  • GUER faction · Effort L

    Up to 4 players join as insurgents: no base, spawn in friendly towns, buy anywhere from an arsenal that unlocks with kills (technicals, then BRDM/BTR, T-55, T-72), and harass both armies. Off unless the admin enables it.

    Want0Don't want0
    0 comments
    Technical details

    Fork GUER builds 42-91 and PRs #2390, #2120; scoping manifest in progress.

  • AI & world · Effort M

    Each side draws an event card every 15 minutes, also with player commanders.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_AI_COMMANDER_WILDCARD=1, WFBE_C_AI_COMMANDER_WILDCARD_INTERVAL 900; AI_Commander_Wildcard.sqf.

  • Maps & world · Effort L

    A compact city map with 11 towns on real Zargabad locations, extra supply and cash income for a faster round, and a 3 km view-distance cap for steady FPS.

    Want0Don't want0
    0 comments
    Technical details

    Missions_Vanilla/[61-2hc]warfarev2_073v48co.zargabad; ZG income split, view-distance cap 3 km.

  • AI & world · Effort M

    With a player in command, the AI keeps running and refilling its own teams on the front, so low-pop rounds still feel full.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_AI_COMMANDER_HYBRID_REFILL=1, hybrid co-op command.

  • AI & world · Effort L

    The AI commander builds the base, researches upgrades, founds AI teams and attacks towns. A player can take over command at any time.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_AI_COMMANDER_ENABLED=1 (lobby default Yes), AICOM V2: AI_Commander_*.sqf.

  • Maps & world · Effort S

    Rounds stay at daytime, with no night phase.

    Want0Don't want0
    0 comments
    Technical details

    Lobby param WFBE_C_PERMANENT_DAY (fork default Enabled).

Misc (optional)

2
  • UI & QoL · Effort S

    One vote for a handful of small gameplay tweaks. Comment if one of them should get its own vote.

    Want0Don't want0
    0 comments
    Technical details

    WFBE_C_FIRSTBLOOD_ENABLED, WFBE_C_UNITS_EMPTY_TIMEOUT 1800, WFBE_C_DISCONNECT_ZOMBIE_TIMEOUT, refund on disconnect #2369, WFBE_C_AIR_RUNWAY_SPAWN, WFBE_C_UNITS_BULLDOZER, WFBE_C_PLAYER_SPAWN_ON_ROADS.

  • UI & QoL · Effort S

    Listen first: the new 41-second Miksuu intro track, for the server intro video, streams and match videos.

    Want0Don't want0
    0 comments
    Technical details

    Audio: /media/miksuu-intro-two-fronts.mp3 (41 s, -14 LUFS).

Quality of life (no vote)

34· shown for info, not voted on
  • UI & QoL · Effort M

    The HUD and menus show your live income rate, which town you're capturing and what it's worth, and a research ladder with what each upgrade unlocks. Messages show the real payout.

    Info only · no vote0 comments
    Technical details

    Sources: owner request (capture bar, income system 4), 91, 89, 88, 78, 69, 67, 48 | client_title_capture.sqf (plus a capture HUD nil fix); Client_GetIncome.sqf vs server updateresources.sqf; Client_UpdateRHUD.sqf '+SV' supply rate. Field Tech is a pure UI rebuild of the existing tech-tier display.

  • UI & QoL · Effort S

    Your artillery shows its range as a circle on the map.

    Info only · no vote0 comments
    Technical details

    WFBE_C_ARTY_RING=1.

  • UI & QoL · Effort S

    Prices include the crew, turn red when you cannot afford them, and factory tabs show the live queue count.

    Info only · no vote0 comments
    Technical details

    Buymenu full cost incl. crew, red tint, queue count.

  • UI & QoL · Effort M

    Join a round in progress and you get a short card with how long the round has run, who holds which towns, and each side's money and upgrades. You know where things stand in seconds.

    Info only · no vote0 comments
    Technical details

    Source: owner request; fork builds 89.4, 89, dev-2026-07-12, fork PRs #2262, #2132 | Client_JIPCatchupBriefing.sqf; WFBE_C_JIP_CATCHUP_BRIEFING/_MIN_AGE/_DELAY/_DURATION.

  • UI & QoL · Effort S

    Tap W twice and your soldier keeps running until you press a movement key.

    Info only · no vote0 comments
    Technical details

    WFBE_C_CLIENT_AUTORUN=1.

  • UI & QoL · Effort S

    An EAR button in the WF menu fades game volume to 20% and back.

    Info only · no vote0 comments
    Technical details

    Fork PR #22.

  • UI & QoL · Effort S

    Loadouts are tagged [AA]/[AG]/[MR], and EASA at engineer repair trucks actually works.

    Info only · no vote0 comments
    Technical details

    WFBE_C_EASA_CATEGORIES=1; repair-truck EASA fix (June 2026 bundle), #2443.

  • UI & QoL · Effort S

    A read-only Economy Overview shows where your money and supply come from, with sell markers and a preview.

    Info only · no vote0 comments
    Technical details

    Economy Overview dashboard + income ticker (KA-14).

  • UI & QoL · Effort M

    Vehicles get a solid faction color (WEST near-black, EAST olive, insurgents tan) and an optional faction flag, so you can tell sides apart at a glance and at range. You can toggle it with a key.

    Info only · no vote0 comments
    Technical details

    Sources: 76, 75.4, 74.2, 72, 44, 1.1 | Common/Functions/Common_AddVehicleTexture.sqf (409 lines vs upstream's 230); 13 mission texture files missing upstream (about 2 MB, copy as binary, never re-encode); two mks_*.paa references need locating or dropping.

  • UI & QoL · Effort M

    Rebuy your last unit per category with one click, even after reconnecting, and pin your favorites. Unusual vehicles like the salvage truck get a short explanation when you select them.

    Info only · no vote0 comments
    Technical details

    Sources: fork PR #2548, 78 | Profile persistence with corrupt-value sanitizing and per-faction/per-map keys; Client_UIFillListBuyUnits.sqf spotter color tag; GUI_Menu_BuyUnits.sqf explainers.

  • UI & QoL · Effort S

    The gear buy menu keeps the last selected row on every tab.

    Info only · no vote0 comments
    Technical details

    Last-row memory per tab.

  • UI & QoL · Effort M

    Big moments become visible: a destroyed HQ sends up a smoke column you can see on the map and sets off a server-wide alarm, a win ends with faction-colored flares, and sides pop colored smoke when they launch an assault.

    Info only · no vote0 comments
    Technical details

    Sources: 69, 44 | Signal smoke is server-driven and hard-capped.

  • UI & QoL · Effort S

    Both sides see a countdown to impact and hear a warning while the missile flies.

    Info only · no vote0 comments
    Technical details

    WFBE_C_ICBM_COUNTDOWN=1, WFBE_C_MISSILE_WARNING=1.

  • UI & QoL · Effort S

    The WF menu shows the in-game time, and a short card on spawn lists the active round settings.

    Info only · no vote0 comments
    Technical details

    WF-menu clock + one-shot match-info hint.

  • UI & QoL · Effort M

    Build a Radio Tower and you can tune in to one of four live internet radio stations while you're in a vehicle. Music without a bigger mission download, and one more building worth defending.

    Info only · no vote0 comments
    Technical details

    Sources: 1.2.0, 1.1.1, 1.1 | The radio depends on the Radio Tower structure (fixed invalid model, menu placement and cost).

  • UI & QoL · Effort S

    When you die you see who killed you, with which weapon, from how far.

    Info only · no vote0 comments
    Technical details

    Killed-by message polish.

  • UI & QoL · Effort S

    Mount every squad member within 10 m into a vehicle, or unload them, with one action.

    Info only · no vote0 comments
    Technical details

    WFBE_C_SQUAD_BULK_MOUNT=1.

  • UI & QoL · Effort S

    Give bought AI infantry a saved loadout template from the Team Menu.

    Info only · no vote0 comments
    Technical details

    WFBE_C_UNIT_DESIGNER=1.

  • UI & QoL · Effort L

    Map markers show the right direction, colors and classes, appear reliably when you join mid-match and stop dragging FPS on big matches. Friendly markers also flash under fire, grey out when AFK and tint when wounded.

    Info only · no vote0 comments
    Technical details

    Sources: 1.2.0, 1.2, 1.1.1, 1.1, 91.1, 91, 87, 86.1, 85, 84, 79, 76, 74.2, 72, 68, 66, 62, 12, fork PRs #2256, #2344 | Client_UpdateRHUD.sqf; Client/FSM/updateteamsmarkers.sqf (token-bucket throttle instead of refresh-all); Client_GetClosestAirport/Camp/Depot.sqf. The blink bug fired about 1,795 times a match. An earlier class-label attempt used a marker symbol that doesn't exist in A2 OA; verify marker commands.

  • UI & QoL · Effort M

    Friendly AI soldiers and vehicles get name tags with crew counts, and vehicles show how many kills they have. You can hide the AI name tags in Settings.

    Info only · no vote0 comments
    Technical details

    Sources: 91, 89.4, 89, 1.1 | WFBE_C_TAGS / WFBE_C_TAGS_AI (owner: default OFF); the kill tag is a sibling of WFBE_C_TAGS_AI. A disabled toggle of the kill tag once caused a boot-killer crash in the fork.

  • UI & QoL · Effort S

    Big kills (HQ, jets, heavy armor) are announced in a short feed.

    Info only · no vote0 comments
    Technical details

    WFBE_C_NOTABLE_KILL_FEED=1.

  • Stats & telemetry · Effort M

    When a round ends, you get a card with what you earned and did that round, and the victory banner names the side that actually won.

    Info only · no vote0 comments
    Technical details

    Sources: 89.1, 89, 76, 67 | Stat reader/writer casing mismatch; Server/FSM/server_victory_threeway.sqf (three-way victory path).

  • Stats & telemetry · Effort M

    Your kills, deaths, captures, supply runs, structures built and playtime are recorded every round and show up on the public miksuu.com leaderboard once you link Steam to Discord. See how you stack up across rounds.

    Info only · no vote0 comments
    Technical details

    Source: owner request, already built and reviewed (branch claude/miksuu-stats-port-xw1veq); fork builds 75.3, 74.2, 69, fork PRs #2391, #2204, #2112, #2265 | Client/GUI/GUI_EndOfGameStats.sqf (WFBE_C_ENDGAME_LEADERBOARD, WFBE_C_ENDGAME_AWARDS); RequestOnUnitKilled.sqf, GlobalGameStats.sqf, Server_LogGameEnd.sqf, Init_Server.sqf. Some integrity fixes overlap pending work on the same functions and need a dedupe before porting.

  • UI & QoL · Effort S

    The commander console and Tactical Center get a cleaner card layout with every function kept.

    Info only · no vote0 comments
    Technical details

    WFBE_C_CMD_DECK, Tactical Center T4 zone cards.

  • UI & QoL · Effort L

    Spawn points show their type, change color when they are within 500 m of an enemy town and show your distance to them. You can also choose to keep your gear or take the default kit. No more spawning blind into a firefight.

    Info only · no vote0 comments
    Technical details

    Source: 88 | predecessor to the fork's later deadspawn/respawn work

  • UI & QoL · Effort S

    The service list shows each vehicle's damage and fuel, and greys out rearm or refuel you cannot afford.

    Info only · no vote0 comments
    Technical details

    Per-vehicle dmg/fuel snapshot + affordability guard.

  • UI & QoL · Effort L

    A proper Settings panel replaces the old skins button, with per-profile toggles for every client preference and an adaptive view distance that chases the framerate you pick. One place for your settings instead of scattered menus.

    Info only · no vote0 comments
    Technical details

    Sources: 75.0, 75.1, 74.3, 72, 37 | profileNamespace-backed toggles (WFBE_CO_FNC_SetProfileVariable pattern); Rsc/Dialogs.hpp 30012-30016; Common_AdjustViewDistance.sqf. Upstream already has the underlying auto view-distance logic and 30 fps floor.

  • UI & QoL · Effort L

    Pick your soldier's look with a Skin Selector that really swaps your character, plus 53 new purely cosmetic skins. Visual variety with no balance impact.

    Info only · no vote0 comments
    Technical details

    Sources: 86.1, 86, 37, 34, 28, 23, 12, fork PRs #2360, #2224 | Client/Functions/SkinSelector_Apply.sqf (two Arma-3-only commands rewritten A2-clean), GUI_SkinSelectorMenu.sqf, Client_OnRespawnHandler.sqf, WASP/actions/SkinSelector/SkinSelector_Data.sqf, Client_ModDetect.sqf mks_* references. The owner has asked for the Skin Selector to be ported if not already done.

  • UI & QoL · Effort S

    A spectator mode with an auto director, smooth follow cameras and a streamer menu for casting rounds.

    Info only · no vote0 comments
    Technical details

    WFBE_C_SPECTATOR, director mode, streamer menu, caster slots.

  • UI & QoL · Effort L

    Save your loadout as one of four named presets so every AI soldier you buy spawns wearing it, with the price shown before you commit. Squad leaders stop re-buying gear piece by piece every respawn.

    Info only · no vote0 comments
    Technical details

    Sources: 91, 88, 1.1, 1.1.1 | Client/GUI/GUI_Menu_TeamV2.sqf; Init_ProfileVariables.sqf (4 slots/side); Rsc/Dialogs.hpp IDC 13051-13074.

  • UI & QoL · Effort S

    A war-room view of all your teams, plus a free-look recon camera.

    Info only · no vote0 comments
    Technical details

    TroopMon dialog + recon freelook camera.

  • UI & QoL · Effort S

    Selling a structure or firing the $75,000 ICBM asks for a second click first.

    Info only · no vote0 comments
    Technical details

    Two-click confirmation.

  • UI & QoL · Effort M

    Small menu fixes that add up: votes always run the option you picked, menus stop throwing errors and you get warned before a scheduled restart. Less friction every time you open a menu.

    Info only · no vote0 comments
    Technical details

    Sources: owner request (vote fixes: GUI_VoteMenu / GUI_Commander_VoteMenu), 91.2, 89.1, 89, 88, 86.1, 85, 33, 29, 25, 23, 1.2, 1.1, fork PRs #2551, #2547 | RestartAnnounce.sqf, server_restart_announcer.sqf; GUI_Menu_Command.sqf may be the vanilla commander menu or an AI-commander overlay (verify before porting).

  • UI & QoL · Effort M

    First-time players get a few short, skippable welcome cards, tips show up in chat during play, and the in-game help explains the newer systems. New players learn the game without a wall of text.

    Info only · no vote0 comments
    Technical details

    Sources: 89.1, 87, 78, 36 | Client/Functions/Common_Onboarding.sqf; WFBE_C_TIPS_ENABLE/_PERIOD/_INITIAL/_SESSION_CAP (tip text must match features upstream actually has); Client/GUI/GUI_Menu_Help.sqf, briefing.sqf.

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