My idea for the "Ride of the Valkyries" update was composed of the content added in Update 8 with the addition of combat helicopters, a large beach invasion mission where you can play multiple roles, and a few minor things like new weapons. It's pretty obvious that the scope was a little too large for the monthly update timeframe I'm working on, so I made the decision to split the major update in two: Update 8 and Update 10. I'll discuss this more in-depth after Update 9.
For U9, I'm taking a break from helicopters to focus on some requested quality of life options, loadouts, and [at least] two new missions. To get more replayability and freedom out of the game's missions & campaign, I'll be working on a loadout system where you can either choose a preset or create your own custom one.
Each of the three presets will be inspired by the historical roles & equipment used by a soldier of the military and time the mission is based on. The first preset will use standard issue weapons and gear for the average soldier, the second preset will have close-quarters style equipment like SMGs and Shotguns, and the third will include weapons like the M60, marksman rifles, and M79. Loadouts will save between all missions and the presets are dependent on the specific mission's time period and who you're playing as. If you just want to grab a gun and go, presets will be the best option for you!
I know many of you have been wanting custom loadouts, so I'm happy to finally add them in! The way I'm planning on implementing them is to have it so you can create your loadout in the menu scene (Firebase Range), then hit a button that reads what item is stored in each inventory slot and stores it for use in the missions. Unfortunately, this won't save any items stored in your rucksack due to the way it was coded, but I'll experiment with some things to try and get it so you can at least bring a few more items than you can store in your chest webbing to make up the difference.
Other parts of the inventory & loadout system that I've already completed for the update include stacks of loose ammo that can be stored in your chest webbing & rucksack (for shotguns & bolt actions) as well as revamped smoke grenades that actual conceal positions from the AI.

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Update 9 will also see at least two new missions, and they'll be good ones!
The first mission will be an urban scene with a tunnel system underneath. I will be working on completely redoing the doors so they work this time and aren't buggy and will hopefully have those ready for this mission. There will be about 9 separate building interior floors to clear in this level as well as a deep maze of tunnels, so this will be a perfect map for those of you that like close quarter combat and room clearing!

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For the next mission, think Paddies but 10x better.
This mission will be a similar wave defense game mode but with elements of tower defense games. You'll start out with basic equipment and no allies, but after each wave you survive, you'll be granted one point which acts like your currency. You'll be able to spend one point on ally reinforcements (stationary or ones that follow you), a new weapon, health replenishment, or fire support.
I plan to have Update 9 ready by the end of September or early October, although I doubt it will take that long where it spills over into October. After U9, I will start work on the beach mission and combat helicopters for Update 10 as well as start putting more effort into the next campaign.
I am working full time and most weekends on the game and I really want to get some good content out for you all without it being sloppy or of poor quality, so I appreciate all of your patience, feedback, and support! We're already past one month since release and I'm really happy with the progress so far and am excited to see where the game goes with these upcoming updates.
If you experience any bugs or have any questions, don't hesitate to let me know through one of the links below or on the Steam forums. Good luck and remember to check for leeches!
