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Co-op heists on Arland: contract access, forbidden facilities, guard levels and escalating pursuit. Fatal death loses carried gear and fails the active job.

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Get it on the Workshop reforger.armaplatform.com/workshop/7F1A9C2E4B6D8035

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Details

Author
YaoiGagarin
Version
0.3.1
Size
166 KB
Licence
APL
Game version
1.8.0.13
Likes
0 / 0 dislikes
Published
9 Oct 2026
Updated
5 days ago
Workshop ID
7F1A9C2E4B6D8035

Version history

5
  1. v0.3.1 166 KB 10 Oct 2026

    0.3.1: Supply workshop/payroll access requires a contract with the current occupier. Armory/gold remain hostile even with contracts. Guards recognize aimed shots and near misses, witnessed theft, sabotage and player-inflicted injuries; sponsor betrayal fails the job. Fatal death deletes carried gear/cargo and fails the shared contract, then respawns at base with clothing only and no free starter kit or aid. Banked cash and XP/skills remain. Fix profile identity changing between bodies and stale-corpse saves. 201 packaged engine checks passed, including real fatal death and native respawn; restart retained XP, failed contract and zero aid.

  2. v0.3.0 162 KB 10 Oct 2026
  3. v0.2.0 65 KB 10 Oct 2026
  4. v0.1.1 52 KB 10 Oct 2026
  5. v0.1.0 45 KB 9 Oct 2026
Description from the Workshop

Frozen Assets is an early cooperative military heist prototype on Arland. NATO and Warsaw forces occupy separate sites under a ceasefire. Your independent gang takes covert contracts from both sides, receives only basic supplies, and steals its better equipment. Play Frozen Assets - Arland. Spawn in the safehouse cabin east of the airfield. Black table radio: NATO contracts. Red radio: Warsaw contracts. Floor crate: fence, supplies and skill training. Use each contact's interaction menu. Guidance and the ledger appear on the right; targets are marked on the map. Four existing facilities provide weapons (airfield barracks), goods (airfield workshop), occupation payroll (headquarters office) and gold (coastal warehouse). Loot caches sit inside the buildings, with defenders staged outside. Steal a shipment or sabotage its stock. Weapons caches provide usable rifles and ammunition. Cargo uses weighted shipment folders as prototype stand-ins; deliver them to the fence after escaping pursuit to secure cash and contract payments. Gang combat is forgiving and focused on health and armor. Players start with 200 HP and regenerating armor, with armor gating for ordinary body shots. Bleeding, limb injury, blood-volume management, medical unconsciousness and stamina management are removed from the gang's combat loop. NPCs retain native wounds, bleeding, resilience and ballistic armor. Headshots, explosives, fire and falls remain dangerous. Players have three downs per life and a 30-second rescue window; teammates can revive them, and solo play recovers after 12 seconds. Use simple first aid with H or from a cache/contact menu; teammates also have first-aid interactions. Safehouse supply packs refill current HP, armor, aid and basic ammunition. Better armor must be stolen and worn; heavier vests trade mobility for protection. Earn XP from secured cargo and completed crew contracts. Every level grants a point, to level 20. Spend points at the fence on Enforcer, Ghost, Techni...