# Total Warfare Mod 2 ## Tribes 2 ### Release Version: 2.0 #### [[PREV RELEASE]](1.9.md) | [[NEXT RELEASE]](2.1.md) * Holiday 2009 Release! * Let's celebrate the end of the year with some explosive action!!! * New Map * Christmas Mall 2009 * Symetrical mall segment with both tight corridors and long passages * Sabotage, Domination * Domination Enhancement: * Mappers can now name areas: * $Domination::Flag[Num(1, 2, or 3), "Map File Name without .mis"] = "Name"; (Thanks To DoL For This) * 3 New Killstreaks: * Plasma Harrier Airstrike * 7 Kills * Call in a rapid deployment airstrike and a support craft to provide additional support after the bombing run. * Gunship Helicopter * 9 Kills * Call in a heavily armored helicopter armed with a high powered chaingun and rocket pods. * Z-Bomb * 100 Zombie Kills * Horde got you down? Wipe em' all out in a flashing blast * Killstreak System Upgrades: * Added Host Streak Settings: * 1: Current Method: 3 Streaks/Player * 2: Old Method: All Streaks Earneds if Unlocked * 3: New Method: X Streaks/Player, X Set by host. * 4: No Streaks: Simple enough... * Chopper Gunner: Renamed to Apache Gunner * Apache Helicopter has a more powerful chaingun than the Combat Helicopter, slower RoF, but larger splash damage * Apache Gunner and Harbingers wrath now count to your kill streaks. * Non-Weapon Challenges are now live! * Special Event Challenges: Challenges to do on "Special" Days. * Killstreak Challenges: Challenges completed for using killstreak rewards * Weapon Adjustments * RPG-7 * Players were complaining about the deadly consistency of the RPG-7, and so some adjustments have been made * RPG-7 Rockets now randomly move after fired * Usage of the RPG-7 now requires Rank 50. * Slingshot Zombie Added, Pilots Beware * Armed with a powerful quad acid cannon to strike down enemy aircraft with lethal precision * Explosive Weapons Now Can Count To Weapon Kills * Helljump Updates * So apparently, players found another way... with C4... to blow up the transport... * Invicibility should prevent that, and all future transport detonation bugs ;) * Players who jump too early out will be placed back in the transport