BEGIN:VCALENDAR
VERSION:2.0
PRODID:-//World Commander//Roadmap//EN
CALSCALE:GREGORIAN
METHOD:PUBLISH
X-WR-CALNAME:World Commander Roadmap
BEGIN:VEVENT
UID:item-1@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20251101
DTEND;VALUE=DATE:20260209
SUMMARY:[Work Finished] Complete World Commander V2.5 catchup
DESCRIPTION:Releasing everything included in World Commander to catch a server up to V2.5
URL:http://propotp.com/roadmap/#item-1
END:VEVENT
BEGIN:VEVENT
UID:item-2@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260202
DTEND;VALUE=DATE:20260223
SUMMARY:[Work Finished] POIs
DESCRIPTION:All work to bring POI spawning\, Player Spawning at specific POIs\, POI templates\, buffs\, and more into the game.
URL:http://propotp.com/roadmap/#item-2
END:VEVENT
BEGIN:VEVENT
UID:item-3@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260210
DTEND;VALUE=DATE:20260211
SUMMARY:[Work Finished] Increased AI Aircraft Templates for Caucasus
DESCRIPTION:Increasing the amount of AI Aircraft Templates for Caucasus V7.2
URL:http://propotp.com/roadmap/#item-3
END:VEVENT
BEGIN:VEVENT
UID:item-4@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260212
DTEND;VALUE=DATE:20260501
SUMMARY:[Work Finished] Syria Transfer to Cold War
DESCRIPTION:All work encompasing moving Syria to a Cold War Server including Ground Units\, Air Units\, Available Spawn Aircraft and more.
URL:http://propotp.com/roadmap/#item-4
END:VEVENT
BEGIN:VEVENT
UID:item-5@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260127
DTEND;VALUE=DATE:20260301
SUMMARY:[Work Finished] Request Task
DESCRIPTION:Request a task from the War Commander to attack a base nearby\, some ground units moving in the area\, kill nearby air targets or more. This is designed to give players direction on something to do and lays the ground work for the rest of the War Commander Suite to be implemented including the likes of missions.
URL:http://propotp.com/roadmap/#item-5
END:VEVENT
BEGIN:VEVENT
UID:item-6@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260211
DTEND;VALUE=DATE:20260213
SUMMARY:[Work Finished] JTAC Advanced Controls
DESCRIPTION:Bringing in additional controls for JTAC drones including:\nPriority (Armour\, AA\, etc)\nNext Target\,\nTarget Info
URL:http://propotp.com/roadmap/#item-6
END:VEVENT
BEGIN:VEVENT
UID:item-7@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260210
DTEND;VALUE=DATE:20260210
SUMMARY:[Work Finished] JTAC Stealth
DESCRIPTION:JTAC are now stealthy and can't be detected by SAM/AAA or AI Aircraft. The only way to kill a JTAC is to find it yourself as the player
URL:http://propotp.com/roadmap/#item-7
END:VEVENT
BEGIN:VEVENT
UID:item-8@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260211
DTEND;VALUE=DATE:20260211
SUMMARY:[Work Finished] Roaming Ground Units (Fix)
DESCRIPTION:No roaming ground units were spawning. This implements them back in after the last patch caused an error with their spawn code.
URL:http://propotp.com/roadmap/#item-8
END:VEVENT
BEGIN:VEVENT
UID:item-9@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260209
DTEND;VALUE=DATE:20260212
SUMMARY:[Work Finished] Automated Reset/Refresh
DESCRIPTION:All work encompassing the automation of the refresh and Reset cycles to ensure that the server can run completely un-manned without human assistance to reset the server.
URL:http://propotp.com/roadmap/#item-9
END:VEVENT
BEGIN:VEVENT
UID:item-10@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260126
DTEND;VALUE=DATE:20260306
SUMMARY:[Work Finished] Cold War Aircraft Restrictor Switch
DESCRIPTION:Implementing a switch system to swap the aircraft restrictor to purely cold war jets. Allows for faster changes to reach all Cold War Servers and also allows for newer servers to be converted more easily to a cold war state.
URL:http://propotp.com/roadmap/#item-10
END:VEVENT
BEGIN:VEVENT
UID:item-11@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260213
DTEND;VALUE=DATE:20260215
SUMMARY:[Work Finished] Take-off Restrictor (T0)
DESCRIPTION:All work encompassing the Take-off Restrictor Teir 0 addition to World Commander. T0 will include a baseline wait timer to diswade players from taking off of the taxi-way\, giving them ample time to navigate to the runway and take off. This will only be a limit for Aircraft and Helicopters will be exempt from T0.
URL:http://propotp.com/roadmap/#item-11
END:VEVENT
BEGIN:VEVENT
UID:item-12@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260215
DTEND;VALUE=DATE:20260304
SUMMARY:[Work Finished] Take-Off Restrictor (T1)
DESCRIPTION:All work encompassing Take-Off Restrictor T1. This is an update to T0 which works upon expaning T0 to make it so that the time limit is removed but there is a requirement that you have to take off from a runway on the map. This feature will later tie into "Advanced ATC" to schedule depatures and arrivals based on priority and enemy in the area.
URL:http://propotp.com/roadmap/#item-12
END:VEVENT
BEGIN:VEVENT
UID:item-13@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260306
DTEND;VALUE=DATE:20260315
SUMMARY:[Work Finished] Missions (War Commander)
DESCRIPTION:Adding in Missions to World Commander. This system has changed slightly but there will be two types of missions you can pick up. Story Missions that act as bonuses for capturing specific bases\, and Instanced Missions set away from the fight for an easy bit of XP and Favours. These will be shareable to your friends using the Missions Menu and they can accept for them to also recieve the rewards!
URL:http://propotp.com/roadmap/#item-13
END:VEVENT
BEGIN:VEVENT
UID:item-14@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260302
DTEND;VALUE=DATE:20260304
SUMMARY:[Work Finished] AI Spawning Behaviours (V2.6.4)
DESCRIPTION:A change to AI spawning behaviours brought in with V2.6.4 where all AI (excluding Supply Flights) can no longer spawn at bases with less than 100% supply. This stops AI from spawning at bases currently under attack. Also changed AI spawn systems to make them take off from the runway instead of in the air above the runway.
URL:http://propotp.com/roadmap/#item-14
END:VEVENT
BEGIN:VEVENT
UID:item-15@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260228
DTEND;VALUE=DATE:20260303
SUMMARY:[Work Finished] Buy Information (Shop Buyable)
DESCRIPTION:Use your contacts in the smugglers (Blue) and drug runners (Red) to retrieve different bits of information about other bases and POIs. This currently only can give 2 different sets of information but will expand over time as more information can become prevelant.
URL:http://propotp.com/roadmap/#item-15
END:VEVENT
BEGIN:VEVENT
UID:item-16@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260301
DTEND;VALUE=DATE:20260319
SUMMARY:[Work Finished] Player Supplies System (PSS) (T1)
DESCRIPTION:All work encompassing the PSS system in V1. This system will cover the following aircraft to be able to pick up Oversupply from a base\, and move it to another. This will also allow for OverSupply to be used to do different things from bases including Upgrade Bases\, Spawn more ground attack forces and more.\n\nC-130J-30\nApache\nMi-8\nSu-25/T\nChinook\nMi-24P
URL:http://propotp.com/roadmap/#item-16
END:VEVENT
BEGIN:VEVENT
UID:item-17@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260305
DTEND;VALUE=DATE:20260308
SUMMARY:[Work Finished] Upgrade Base & Power Levels
DESCRIPTION:Using oversupply as apart of the PSS system\, you will be able to upgrade bases based on the available templates and their Power levels. Power Levels is a new feature added into the template system that gives an approximate strength level to the units to determine upgrade paths and likihood of getting a certain template off the bat (higher the power level the less likely).
URL:http://propotp.com/roadmap/#item-17
END:VEVENT
BEGIN:VEVENT
UID:item-18@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260309
DTEND;VALUE=DATE:20260310
SUMMARY:[Work Finished] Cost Analysis Matrix (CAM)
DESCRIPTION:The cost analysis matrix doesn't add new functionality for the players but is being introduced as a cool factor as well as for those interested. CAM is a sub-system to WC where it shows the players as apart of the hourly reports how much money has been spent on this war in the current save state. It monitors all weapon\, airframe and ground forces costs to calculate a total cost per coalition that each team has spent in regards to the war. This is designed to be performant and just updates the total cost per hour rather than calculating this each hour. Its to give a new view on what the costs are in this war. Eventually CAM will be used in future tech stacks to convert Credits into Money which will be indicitive of the cost of new groups (for team buyables it will switch into money and you will have to pay an amount equivalent to the groups actual cost price +~5-10%).
URL:http://propotp.com/roadmap/#item-18
END:VEVENT
BEGIN:VEVENT
UID:item-19@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260311
DTEND;VALUE=DATE:20260313
SUMMARY:[Work Finished] AI Supplies (T2)
DESCRIPTION:A fundamental overhaul to how AI send supplies around the map.\n\nAI will now send out a supply shipment using its AI planes once every 30 minutes. It will spawn the max amount of supply planes/helos possible (a configurable value by me) and will deliver 300 supply with each shipment completely repairing the base it lands at and delivering an extra 200 oversupply. This can then be picked up by players to deliver to other bases.\n\nWhen one team owns less than 20% of the territory it will go into endgame mode:
URL:http://propotp.com/roadmap/#item-19
END:VEVENT
BEGIN:VEVENT
UID:item-20@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260312
DTEND;VALUE=DATE:20260313
SUMMARY:[Work Finished] Artillery and Ballistic Missiles
DESCRIPTION:Implementing Artillery and Ballistic Missile buyables into the server for each team
URL:http://propotp.com/roadmap/#item-20
END:VEVENT
BEGIN:VEVENT
UID:item-21@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260313
DTEND;VALUE=DATE:20260314
SUMMARY:[Work Finished] Buyables Revamp
DESCRIPTION:A range of buyables have been revamped to allow for unlock at earlier levels and changes to how they behave.
URL:http://propotp.com/roadmap/#item-21
END:VEVENT
BEGIN:VEVENT
UID:item-22@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260322
DTEND;VALUE=DATE:20260323
SUMMARY:[Work Finished] AI Spawning Rework
DESCRIPTION:AI will now spawn in a cyclic fashion where it will attempt to spawn 1 AI aircraft of a specific type every 2.5 minutes. For all types to spawn 1 aircraft this would take 15 minutes. This then repeats so on and abides by the same rules as the old system where bases are required to have 100 supply and there is a limit to how many of a specific aircraft type can be in the air at once (for example 1 bomber or 4 AA). This is to promote AI spawning earlier into the mission but you won't notice it so much after the first 15 minutes. You will also notice AI spawning more consistantly and per the original design of the system compared to the buggy version in recent patches.
URL:http://propotp.com/roadmap/#item-22
END:VEVENT
BEGIN:VEVENT
UID:item-23@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20251217
DTEND;VALUE=DATE:20260630
SUMMARY:[Work Finished] World Commander Live Web View (T1)
DESCRIPTION:Finalising implementation of the World Commander Web View. This technology is taking ideas from pre-existing technologies available to other servers via things like Sneaker and building it from scratch for the World Commander servers. This will allow players to view the current server state on the world-commander website that will run the script and act as the forefront for all our Web development on World Commander. You will be able to access the webpage and "Sign In" under your name as long as you are actively playing on the server. If you are not actively playing on the server or do not "Sign in" you will be able to see limited things on the webpage (Ground Forces for both teams only).\n\nBasic functionality will be available to be seen by all (All Ground Units\, Yourself and Friendly Units\,  Friendly Weapons\, some Base Details)\n\nSome paid functionality will be available to subscribers including auto-sign-in\, Daily server Updates (if enabled you will recieve an email each morning at 8am with updates on whats changed with the servers including bases lost\, gained\, etc based on the team you select when enabling and what servers). You will also gain access to our current JAI branch which can help when it comes to planning (giving you co-ordinates list\, help planning strikes\, etc) your sorties on the servers. This will be powered online to help keep performance high.
URL:http://propotp.com/roadmap/#item-23
END:VEVENT
BEGIN:VEVENT
UID:item-24@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260330
DTEND;VALUE=DATE:20260501
SUMMARY:[Work Finished] War Commander: Auto-Assign T1
DESCRIPTION:The War Commander gets upgraded Functionality including Auto-Assign to help guide new players through our server by giving them missions automatically giving them a sense of direction. This aims to allow them to have direction in both story and instanced missions meaning they aren't always stuck attacking the next base and can go for easier targets. T1 gives access to just missions but future iterations will include the newcomer tutorial amongst more.
URL:http://propotp.com/roadmap/#item-24
END:VEVENT
BEGIN:VEVENT
UID:item-25@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260403
DTEND;VALUE=DATE:20260501
SUMMARY:[Work Finished] Warehouse System (T1)
DESCRIPTION:An expansion to the Aircraft Restrictor where it's its own system. Now all warehouses stock will be managed by the Warehouse system allowing for even weapons to be restricted and by decade too making Cold War and World War Scenarios easier to make and maintain.
URL:http://propotp.com/roadmap/#item-25
END:VEVENT
BEGIN:VEVENT
UID:item-26@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260504
DTEND;VALUE=DATE:20260504
SUMMARY:[Work Finished] JTAC Time To Orbit
DESCRIPTION:Shows an estimated time for the JTAC you bought to reach the target you selected with each move.
URL:http://propotp.com/roadmap/#item-26
END:VEVENT
BEGIN:VEVENT
UID:item-27@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260505
DTEND;VALUE=DATE:20260614
SUMMARY:[Work Finished] Rescue Mission Archetype
DESCRIPTION:A new mission archetype that allows players in helicopters to have to enter an area to rescue downed forces whilst enemy ground forces move towards that friendly and you have to get them out in time.
URL:http://propotp.com/roadmap/#item-27
END:VEVENT
BEGIN:VEVENT
UID:item-28@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260505
DTEND;VALUE=DATE:20260614
SUMMARY:[Work Finished] Specialists
DESCRIPTION:Choose a specialist role that is locked for 2 IRL days that gives you different bonuses and debuffs whilst playing. When you change a specialty its locked to your account between servers for 48 hours. You do not lose your specialty after this time but can choose to change it or go back to a generalist after that time (Choosing Generalist also locks you into that for 48 hours). Current balancing (what you are all playing on) will be indicitive of specialist. Some buffs you might see across the different specialties is:\nDecreased Shop Costs\,\nIncreased rewards per kill\,\nDecreased weight of supplies (allowing more to be carried for easier)\nSupply Bonuses\,\nWeapon Supply Bonuses.\n\nSome of the Specialist roles include:\nTransport Specialist (Logistics)\nAir-To-Ground Specialist\nAir-To-Air Specialist\nRescue Specialist\nEscort Specialist
URL:http://propotp.com/roadmap/#item-28
END:VEVENT
BEGIN:VEVENT
UID:item-30@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260502
DTEND;VALUE=DATE:20260801
SUMMARY:[In Testing] Two Way Communication
DESCRIPTION:Use the website to be able to message players in game and give them updates and ideas. This will also allow JAI powered updates to take place once every 15minutes for players who have the JAI subscription. This will allow for more AWACS/GCI gameplay. You can align yourself to a unit/base and access the relayed communications system to give updates based on what you can see.
URL:http://propotp.com/roadmap/#item-30
END:VEVENT
BEGIN:VEVENT
UID:item-31@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260504
DTEND;VALUE=DATE:20260719
SUMMARY:[Work Finished] Relayed Communications System (T1)
DESCRIPTION:All data transfer in maps now have a max range. For example radar information collected from Site A cannot reach Site C without the relay in Site B connecting it. This will give more importance to things like the big relay units at bases where if they are destroyed than the relayed distance drops drastically. If a relay cannot be attached to a different base to continue the communications than you are trapped just to what your base can see. This ties into the Updated BRASIT system where BRASIT travels across this Communications System and your callouts come from your closest friendly base. This also puts time between communications being sent out and not all information transfer will be instant anymore but relay on this communications network to bounce it to where you are.\n\nFor T1 Relay quality numbers is based on the amount of units in a group + a config figure to calculate their "Relay Distance".
URL:http://propotp.com/roadmap/#item-31
END:VEVENT
BEGIN:VEVENT
UID:item-32@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260504
DTEND;VALUE=DATE:20260731
SUMMARY:[Work Finished] BRASIT (T3)
DESCRIPTION:Brasit information will now be sent to you through the closest airfield or AWACS using the Relayed Communication System. This facilitates information now taking time to cross the server and breakdowns or bases cut off from friendlies will recieve less information and you will feel more "On your own".\n\nBRASIT will also have more advanced detection calculations allowing players to play more stealthily. EWR radars and any type of radar based unit will receive a "Quality" rating that helps build a picture needing quality above a number to detect certain features about a BRASIT (for example ID\, Altitude). Bearing will always be given but unless a good enough quality track is gained on the target certain features will be hidden from the player. Quality is a number based system and radars can combine quality to get above a better picture if its a bad quality radar (in range of 2 radar units\, their quality becomes combined to get an equivalent quality track\, for example 25+25=50.)\n\nThis will also have a slew of performance improvements over the initial World Commander implemented version brought over from the old system.
URL:http://propotp.com/roadmap/#item-32
END:VEVENT
BEGIN:VEVENT
UID:item-33@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260504
DTEND;VALUE=DATE:20260531
SUMMARY:[Work Finished] Warehouse System (T2)
DESCRIPTION:Bringing the Aircraft Restrictor under the warehouse system bringing Rarity and other Warehouse system functionality to planes. Planes that are not rare will still have the default amounts similar to now and for the most part won't change. Just allows future features like rarity and supplies to influence the amount of aircraft available.
URL:http://propotp.com/roadmap/#item-33
END:VEVENT
BEGIN:VEVENT
UID:item-34@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260511
DTEND;VALUE=DATE:20260614
SUMMARY:[Work Finished] Warehouse System (T3)
DESCRIPTION:Brining in new Features to the Warehouse system inclusive of the Rarity  Per Item (RPI)\n\nRarity per Item or RPI will allow each rare item to be given its own rarity value in its timezone (CW\, MW\, ETC) to influence how many was available. For example if its 15% rare than there is only 15% the normal amount of munitions or that aircraft available compared to others of its class.\n\nMore features will be expanded upon but this is currently the only new features in T3.
URL:http://propotp.com/roadmap/#item-34
END:VEVENT
BEGIN:VEVENT
UID:item-35@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260404
DTEND;VALUE=DATE:20260731
SUMMARY:[Work Finished] Persistence (V2)
DESCRIPTION:Work on Persistence V2 where all world data is saved accurately including dead units in groups. V2 will focus on expanding V1 with fallback available and will only be implemented on Ground Units with Air units making their way into Persistence in a later V2.X patch or in V3.
URL:http://propotp.com/roadmap/#item-35
END:VEVENT
BEGIN:VEVENT
UID:item-36@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260516
DTEND;VALUE=DATE:20260614
SUMMARY:[Work Finished] {Redacted} Mission Archetypes
DESCRIPTION:A series of Redacted Mission Archetypes that will allow for new Instanced and Story mission scenarios to play out for players. There are currently 5 new archetypes being worked on for this patch in addition to the known Rescue Archetype.
URL:http://propotp.com/roadmap/#item-36
END:VEVENT
BEGIN:VEVENT
UID:item-37@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260601
DTEND;VALUE=DATE:20260712
SUMMARY:[Work Finished] Dynamic Frontlines
DESCRIPTION:V2.8 introduces dynamic F10 map borders that show which team controls territory around bases and POIs. These borders update as the war changes\, use light team-coloured fills with clear outlines\, and are precomputed/cached where possible so players can quickly understand the frontline without adding heavy server load.\n\nAs an addition to Dynamic Frontlines:\nFriendly Bases and POIs will show cards that allow you to see the bases name and also their supply % direct from the F-10 map making it easier than ever to spot where supplies need to go.
URL:http://propotp.com/roadmap/#item-37
END:VEVENT
BEGIN:VEVENT
UID:item-38@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260601
DTEND;VALUE=DATE:20260712
SUMMARY:[Work Finished] Base Distress Events
DESCRIPTION:V2.8 adds automatic distress events for bases and POIs that need urgent player support\, such as recently captured locations without AA\, low supply levels\, poor warehouse stock\, or nearby enemy pressure. These events help direct players toward meaningful logistics\, defence\, and support tasks that immediately affect the war.
URL:http://propotp.com/roadmap/#item-38
END:VEVENT
BEGIN:VEVENT
UID:item-39@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260601
DTEND;VALUE=DATE:20260712
SUMMARY:[Work Finished] Personal Service Record & Commendations
DESCRIPTION:V2.8 expands player progression with persistent service records and commendations that track meaningful contributions such as rescues\, cargo deliveries\, Hot Drops\, base captures\, convoy actions\, mission completions\, and combat performance. This gives players clearer recognition for how they support the team beyond rank alone.
URL:http://propotp.com/roadmap/#item-39
END:VEVENT
BEGIN:VEVENT
UID:item-40@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260503
DTEND;VALUE=DATE:20260712
SUMMARY:[Work Finished] Economy Update
DESCRIPTION:A large-scale overhaul of the per-server coalition economy will replace Team Credits with Money based on realistic real-world values. Aircraft\, weapons\, vehicles\, logistics\, and other military assets will receive approximate monetary values using the Cost Analysis Matrix. Kill income will be calculated from the value of the destroyed asset minus the cost of the weapons used\, with a minimum positive reward for valid kills. Operating costs\, wasted ordnance\, aircraft losses\, and logistics expenses will also influence each coalition’s financial strength.\nMoney will remain a shared Red or Blue coalition treasury unique to each server\, while XP and Favours will remain separate personal progression systems. Coalitions will generate additional income by controlling economically valuable POIs\, completing economy-focused missions—such as extracting captured funds from an enemy base—and receiving occasional story-driven funding events or foreign sponsorship.\n\n\nPurchases previously treated as Team Buyables will be repriced around the actual assets being requested. Template-based purchases will display their available variants in submenus with each variant’s exact price. Players will choose what they are buying instead of rolling for a chance to receive a more valuable aircraft or force package at the same price. This will provide greater control while making cost-effectiveness\, asset preservation\, territorial control\, and financial planning meaningful parts of the campaign.\n\n\nExisting Team Credit balances will be migrated into Money so current campaign saves remain usable. Clear prices\, income notifications\, treasury balances\, and transaction records will help players understand how their actions affect the coalition economy.
URL:http://propotp.com/roadmap/#item-40
END:VEVENT
BEGIN:VEVENT
UID:item-41@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260617
DTEND;VALUE=DATE:20260731
SUMMARY:[Work Finished] Dynamic Render Distance (DRD)
DESCRIPTION:Introduced with Persistence V2\, Dynamic Render Distance improves server performance by moving distant base and POI defenders out of the live DCS simulation and into Saved State Memory. Their health\, position\, ownership\, supply contribution\, and persistence data remain available to World Commander while they are unloaded.\n\nDefenders are progressively returned to Loaded Memory when players or attacking forces approach\, with all evaluations and transitions processed in small batches to prevent sudden server load. Nearby player positions are grouped together for distance calculations\, while separate loading and unloading distances prevent units from repeatedly switching states.\n\nDRD allows World Commander to support a larger and more active battlefield without requiring every distant ground unit to remain actively simulated.
URL:http://propotp.com/roadmap/#item-41
END:VEVENT
BEGIN:VEVENT
UID:item-42@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260713
DTEND;VALUE=DATE:20260731
SUMMARY:[Work Begun] HoloView - 3D Battlefield
DESCRIPTION:HoloView transforms live World Commander server data into an interactive 3D representation of the battlefield. Players can explore the terrain from theatre-wide strategic views down to detailed airbases\, roads\, rivers and combat areas.\n\nUsing terrain surveys generated directly from DCS\, HoloView combines high-resolution elevation data with live aircraft\, ground units\, airbases and BRASIT intelligence. Terrain is streamed through precomputed detail levels to provide smooth navigation while preserving accurate terrain features for tactical planning.\n\nPlanned capabilities include:\n\n- Live aircraft and ground-unit tracking with intelligent grouping.\n- BRASIT radar visibility and detection-source visualization.\n- Accurate runways\, taxiways\, helipads\, roads and waterways.\n- Terrain masking and line-of-sight analysis.\n- Detailed vegetation\, materials and parallax terrain textures.\n- Server-specific messaging and JAI integration.\n- GPU-accelerated rendering and a dedicated World Commander desktop application.\n- Future support for static objects\, buildings and close ground-level exploration.\n\nHoloView is currently being developed as an early-access feature for administrators and beta testers\, with donor access planned as development progresses.
URL:http://propotp.com/roadmap/#item-42
END:VEVENT
BEGIN:VEVENT
UID:item-43@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260718
DTEND;VALUE=DATE:20260723
SUMMARY:[Work Finished] Weather System Overhaul.
DESCRIPTION:World Commander’s weather system is being expanded with **26 purpose-selected scenarios**\, delivering meaningful variety without overwhelming the mission rotation.\n\nEach mission will have **13 Morning variants at 06:00** and **13 Night variants at 22:00**\, consisting of:\n\n- 1 Clear scenario\n- 3 Light and Scattered Cloud scenarios\n- 3 Broken Cloud scenarios\n- 3 Overcast scenarios\n- 3 Rain scenarios\n\nGenerated missions use the **current AEST calendar date**\, allowing seasonal conditions and lunar lighting to evolve throughout the year. Weather lasts for the full **four-hour server cycle** before another scenario is randomly selected.\n\nPlayers can also request a change through:\n\n`F10 → War Commander → Change Weather`\n\nSolo players receive time to land safely before the refresh. On populated servers\, a five-minute **Weather Vote** opens and requires at least 60% approval from active players.\n\nAll campaign\, economy\, and player progress is saved before the controlled refresh\, allowing weather conditions to change without resetting the ongoing war.
URL:http://propotp.com/roadmap/#item-43
END:VEVENT
BEGIN:VEVENT
UID:item-44@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260701
DTEND;VALUE=DATE:20260731
SUMMARY:[Work Finished] Role-Specific AI Flight Planning
DESCRIPTION:Replaces shared generic AI routes with purpose-built flight planning for each aircraft role. Strike aircraft conduct structured ingress and egress routes\, CAS follows terrain at approximately 300 ft\, bombers use high-altitude approaches with carpet-bomb fallback\, and AWACS and tankers remain behind friendly frontlines while routing around enemy territory. Strike\, CAS and bomber missions can also coordinate their attacks against the same objective.
URL:http://propotp.com/roadmap/#item-44
END:VEVENT
BEGIN:VEVENT
UID:item-45@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260701
DTEND;VALUE=DATE:20260731
SUMMARY:[Work Finished] Escort-First Air Defence
DESCRIPTION:Changes fighter AI from primarily independent patrols into an escort-first defence network. Fighters protect players\, supply flights\, strike aircraft\, bombers\, CAS\, AWACS and tankers before forming additional patrols. Escorts spawn from the closest suitable friendly base\, reconnect when their protected aircraft is lost and orbit near a friendly airbase when no assignment is available. Lead\, primary escort and secondary escort positions are managed separately.
URL:http://propotp.com/roadmap/#item-45
END:VEVENT
BEGIN:VEVENT
UID:item-46@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260701
DTEND;VALUE=DATE:20260731
SUMMARY:[Work Finished] Adaptive AI Reinforcements
DESCRIPTION:Makes AI reinforcement activity respond to server population and available aircraft slots. AI operates at its normal rate on quieter servers\, drops to approximately half rate around ten players and reaches a minimum rate of 25% at twenty players. Route planning and spawning are distributed over time\, with only one aircraft per coalition being prepared at once\, reducing server stalls during busy missions.
URL:http://propotp.com/roadmap/#item-46
END:VEVENT
BEGIN:VEVENT
UID:item-47@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260508
DTEND;VALUE=DATE:20260831
SUMMARY:[In Testing] Mod Aircraft Entitlements
DESCRIPTION:Introduces support for subscription-controlled modded aircraft. World Commander reads the website bridge’s entitlement cache and verifies players using their DCS UCID. Players without the required entitlement may enter a mod aircraft but cannot take off\; an unauthorised aircraft is removed and returned to its source base. The cache only rebuilds when the website revision changes. The final aircraft roster will be added once approved.
URL:http://propotp.com/roadmap/#item-47
END:VEVENT
BEGIN:VEVENT
UID:item-48@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260701
DTEND;VALUE=DATE:20260731
SUMMARY:[Work Finished] Tactical Support Buyables
DESCRIPTION:Expands coalition buyables with targeted fighter escorts and improved template selection. Players can purchase an escort for themselves\, another airborne coalition player or an active supply flight. Template-based purchases display the real aircraft or unit name\, support duplicate templates safely and use paginated menus. Purchased Attack\, Raid and JTAC assets are also brought under persistence so they remain useful across server restarts.
URL:http://propotp.com/roadmap/#item-48
END:VEVENT
BEGIN:VEVENT
UID:item-49@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260701
DTEND;VALUE=DATE:20260731
SUMMARY:[Work Finished] Modern War Arsenal Expansion
DESCRIPTION:Adds compatibility and balance rules for newly supported Modern War aircraft and templates. This includes the F-14B Upgrade\, additional fighter template slots from -6 through -8\, and a limited Blue MiG-21Bis capability. Blue bases may hold two MiG-21s and one RN-28 low-yield nuclear weapon\, while the larger RN-24 remains unavailable.
URL:http://propotp.com/roadmap/#item-49
END:VEVENT
BEGIN:VEVENT
UID:item-50@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260701
DTEND;VALUE=DATE:20260731
SUMMARY:[Work Finished] The Long War Campaign Integration
DESCRIPTION:Integrates the Long War Campaign competition directly into World Commander. Eligible activity across participating servers awards points for combat\, logistics\, missions\, captures\, flight time and other campaign contributions. Campaign scoring is scheduled to operate from 1 August through 31 October 2026\, with player information directing participants to /thelongwar
URL:http://propotp.com/roadmap/#item-50
END:VEVENT
BEGIN:VEVENT
UID:item-51@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260521
DTEND;VALUE=DATE:20261001
SUMMARY:[In Testing] Helos Mode
DESCRIPTION:added in Helo mode which lets the server run in a helos only configuration to enable servers like the BattleBudgies to operate on the current framework with many systems tied to work with helicopters
URL:http://propotp.com/roadmap/#item-51
END:VEVENT
BEGIN:VEVENT
UID:item-52@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260916
DTEND;VALUE=DATE:20261001
SUMMARY:[Work Finished] Helo Escorts
DESCRIPTION:Get escorted by both Anti-Air and Anti-Ground helicopters when flying around in a helicopter
URL:http://propotp.com/roadmap/#item-52
END:VEVENT
BEGIN:VEVENT
UID:item-53@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260705
DTEND;VALUE=DATE:20261001
SUMMARY:[Work Finished] Drop Troops
DESCRIPTION:Buy troops to carry in your helicopter and drop them off near an enemy base where they will automatically start running towards and engaging the enemy like a tactical squad.
URL:http://propotp.com/roadmap/#item-53
END:VEVENT
BEGIN:VEVENT
UID:release-7@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260614
DTEND;VALUE=DATE:20260614
SUMMARY:Release: June Update
URL:http://propotp.com/roadmap/#release-7
END:VEVENT
BEGIN:VEVENT
UID:release-8@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260608
DTEND;VALUE=DATE:20260608
SUMMARY:Release: Buildup to V2.7.2
URL:http://propotp.com/roadmap/#release-8
END:VEVENT
BEGIN:VEVENT
UID:release-9@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260629
DTEND;VALUE=DATE:20260629
SUMMARY:Release: The Cost of War
URL:http://propotp.com/roadmap/#release-9
END:VEVENT
BEGIN:VEVENT
UID:release-10@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20260723
DTEND;VALUE=DATE:20260723
SUMMARY:Release: The Living Battlefield
URL:http://propotp.com/roadmap/#release-10
END:VEVENT
BEGIN:VEVENT
UID:release-11@worldcommander
DTSTAMP:20261017T120422Z
DTSTART;VALUE=DATE:20261001
DTEND;VALUE=DATE:20261001
SUMMARY:Release: The Expansion
URL:http://propotp.com/roadmap/#release-11
END:VEVENT
END:VCALENDAR
