Thanks for the extensive feedback SBG

To begin, a new version is now available to download, which now includes the changes yourself and Inlesco suggested.
I was able to, again, crawl in, plant 4 charges and exfil without detection. I retreated to the trigger limit of the furthest charge and saved the game. I set them off and a count down timer began. BTW, that timer counts down 5 seconds for every number you tick off on screen, so it's not an actual 20 seconds. Explosions of such magnitude would have rocked the country side and alarms would have started screaming seconds after everyone realized what the hell was going on. So, I would reduce the delay after an explosion to 5 or 10 seconds(however long it takes a human to recognize that something is wrong and run to the nearest alarm)
The alarm timer has now been fixed, so it is now definately a 20 second timer. I increased the duration of each tick to make it easier for the player to locate and eliminate those who detected him and his group. But after several tests I realised that it was too easy, so I reverted it back to its original state.
The particle effects on the explosions were a great addition but you failed to add the same features to the responding armor.
Yep I completely forgot about those. The particle effects applied to the Shilkas are now applied to the other enemy tanks.
The boat was locked because I could not board it nor get anyone else to board. So I set my guys near a hill and waited to see what would become of us. That needs correction for sure.
Ah, a similar issue to what happened in v1.0. Yes I realised at once what had happened, I didnt anticipate anybody to actually destroy the Shilkas without clearing the village first. So, in order for the mission to have progressed, the village must have been completely free of hostiles. This has been changed now. As of now, the player does not need to clear the village, only destroy the Shilkas. In other words, it is now possible to infiltrate the village, place the charges and detonate them without killing anybody and still be able to complete the mission.
I must admit I really did not think that anybody would be able to do what you did on hard difficulty. I guess the saying 'expect the unexpected' is highly appropriate here. So now, to make the mission progress you just need to bring about the destruction of the Shilkas.
After a while, I activated alpha and the alarm sounded again. I haven't attempted alpha during the mission but am wondering if that alarm would sound had I activated it at the start. I don't think it's necessary to have the alarm attached to them. Instead, place a trigger that swallows the whole area, West detected by East and in the condition field, place a global variable that will prevent the trigger from tripping until the radio has been activated. That way alpha can't get away with storming the town with non silenced weapons without raising an alarm.
Hmm interesting. I was a bit stumped when I first read this. Was there an option to use 0-0-1 then? If so, then there really shouldnt have been. During testing I was trying to find out how the alarm sounded, so I used the radio code alpha to do so. I must have forgotten to remove it. Well, it's gone now anyway lol. My apologies for leaving that in, it must have caused a bit of confusion

Anyway, I made sure that Kilo squad will only arrive to help if the alarm goes off but not if the shilkas have been destroyed. So there shouldn't be any issue of them arriving at the wrong time.
To me, the shilka having their lights on made perfect sense. Why not? The towns power had been cut, no planes can see the lights before the radar picks them out and it produced spotlights appropriately. Win win.
I'm kinda in two minds about this at the moment. I thought it would have been more realistic for them to have their lights off, so that the player would think them empty. I've left them on for the time being, it depends what others think about this.
Realistically(on the harder version), it looks like overkill having so many numbers in a patrol so close to the town. The outer patrols make sense but having 24 guys walking a circle around the city limits looks absurd(sorry but true).
Yeah you're probably right there. I've decreased the group sizes quite substantially. Before the changes the group sizes were as follows:
Easy mode = 5, Normal mode = 8, Hard mode = 12
Now, they are:
Easy mode = 4, Normal mode = 6, Hard mode = 8
These group sizes may be too small now lol, let me know if they are and I'll increase them a little bit.
Obviously couldn't see the end but I did try and take out the responding armor with satchels from my team mates, which meant I hung around. I took out a BMP and 2 tanks. Then began to make my way back to the town but lost heart when I seen the numbers mounting on the hill crests as though everyone knew exactly where my team was at. The first wave of armor too, drove to the exfil position even though we were never spotted on the run. One of the tanks drove right into the water until it was kissing the boat.(I dislike when mission designers cheat by sending enemy to the players position. It's a cop out for creative response)
Tbh that exact same thing happened to me when I was first testing the mission. I wasn't sure why the tank decided to take a swim. Maybe because it saw the boat and it was simply programmed to go over there. I'm really not sure lol.
Anyway, this shouldn't be an issue now that it's possible to complete the mission without clearing the town first. You should be able to do that exact same strategy again and not be met with a showstopper. The zodiac is fast enough to leave the area and not have a tank on top of it. At least I hope so...
Btw, nice picture, would make a good overview image

Thanks again SBG, I think I'll start work on an outro now and get some more radio msgs in (not too many, only a couple more)
Regards,
Gruntage