Arma 3
[SP/CO12] The Forgotten Few 2 (NT/AL)
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Uppdatering: 31 mar, 2021 @ 11:14

1.05.03
- ADDED: Eastern European faction - KrAZ-255B1
- ADDED: Caucasian faction - KrAZ-255B1
- ADDED: Chernarus 2020 - new cities added to city pool
- CHANGED: When returning to mission plan dialog after pressing esc or exiting full screen map, the active center window is reopened
- CHANGED: Map automatically opening after pressing esc when selecting insertion point is disabled after first auto-open
- CHANGED: The transition from mission plan dialogs to large map and back to dialog when selecting insertion points
- FIXED: Mission failed to end when all Alpha group members were all dead, leaving players stuck in spectator mode
- FIXED: Possible fix for kill sometimes not registering in operative kill statistics
- FIXED: Chernarus 2020 - showcase units spawned mid-air
- FIXED: Chernarus 2020 - Adjusted bad sector locations
- FIXED: Marine Raiders faction - M1A1 removed from ground escort vehicles due to unreliability

Uppdatering: 23 mar, 2020 @ 6:26

Version 1.05.02
- CHANGED: The general skill of the enemy units tuned down slightly, aiming skill remains the same
- FIXED: Boat insertion with Separate insertion points with Bravo squad. Bugged animations and driver slots empty, leaving AI squad immobile
- FIXED: Support vessel position not updated when both Alpha and Bravo insertion points not yet defined, and both has boat insertion selected
- FIXED: Support vessel position not updated if changed from Joint insertion to separate and vice versa
- FIXED: In rare occasions Insertion boats start from too close to each other or on top of each other
- FIXED: Assumed fix for ground insertion starting with too few cargo slots in vehicles in multiplayer
- FIXED: Bravo squad reroute point was left visible if switched to joint insertion
- FIXED: Max active operatives was incorrectly stated 6 if bravo squad was manually left out, leading to no bonus progress points
- FIXED: Sometimes available artillery shell amounts were fraction numbers
- FIXED: Applying skills to NULL-object for client players (rpt log)
- FIXED: Added few more debug logs

Uppdatering: 21 mar, 2020 @ 3:19

Version 1.05.01
- FIXED: Mission starting loading screen stuck if boat insertion selected and Alpha group had max five squad members and Bravo had six
- FIXED: AAF Faction - unmanned technicals in base
- FIXED: City variables defined based on position instead of name to prevent posible localization issues
- FIXED: NT/AL version: missing misplanchair error when platoon commander changes during mission plan phase
- FIXED: missing "\A3\ui_f\data\sound\new1.wss" spam in .rpt
- FIXED: missing NATOHead_01 error in .rpt
- FIXED: Urban Building Raid mission type: Task updated referred to enemy officer instead of target person
- FIXED: AtEase script related getvariable error
- FIXED: Added few debug logs

Uppdatering: 8 mar, 2020 @ 4:30

Version 1.05.00
- ADDED: Progress Point system - Campaign is now scalable in length and progress is measured in Progress Points. Successful missions and inflicted attrition to enemy yields progress points, penalty points are received from losses and failed missions etc.
- ADDED: Mission difficulty variation. In campaign mode you can select from easy, normal or hard missions. This affects the enemy strength ratio and earnable difficulty progress points bonus.
- ADDED: Boat insertion/extraction. Spawns a support vessel in the ocean where you start from in assault boats. Can then also be used for extraction. Available in all missions, separate or joint with Bravo.
- ADDED: Abort mission -option. You can now abort mission and extract without completing the main objectives. You also get punished with some penalty progress points and failed objectives.
- ADDED: Mission Instructions, can be accessed from mission plan dialog and map notes log
- ADDED: Platoon member and air support replacement system. Lost platoon members and air support vehicles are replaced with new recruits and vehicles at the beginning of each month.
- ADDED: Veterancy and fatigue system to affect AI operative skills
- ADDED: Platoon members are spawned with random name.
- ADDED: More operation codename components to the pool, now totalling ~600 operation name components
- ADDED: Task icons for extraction tasks according to extraction mode
- ADDED: Platoon commander menu though radio command 0-0-5 that works as a hub for all platoon commander abilities, inluding new commands.
- ADDED: New animated debriefing scoring summarizing accumulated progress points
- ADDED: New animated campaign debriefing scoring summarizing all accumulated scores
- ADDED: Randomly generated faction specific names for enemy targets of interest, for more immersion
- ADDED: Ending credits to Campaign mode after campaign debriefing
- ADDED: Contact DLC Music to mission insertion and extraction playlists
- ADDED: Enemy has ability to send infantry and vehicle groups to engage known player positions at distance
- ADDED: Ambient enemy garrisoned camps, bases and depots in enemy territory
- ADDED: Hotspot warning markers inside enemy territories to warn about spotted enemy camps, fortifications, garrisons and patrols, simulating reconnaissance and helping navigating and planning missions
- ADDED: Enemy Roadblock / Checkpoint compositions utilized by revised and improved enemy outpost spawning script
- ADDED: New main mission type: Depot/Base, featuring small or large scale open field fortified positions of varying themes
- ADDED: Depot/Base mission variation: Sabotage Supplies
- ADDED: Depot/Base mission variation: Base Raid
- ADDED: Depot/Base mission variation: Sabotage Vehicles
- ADDED: Depot/Base mission variation: Assassination
- ADDED: Depot/Base mission variation: Artillery Spotting
- ADDED: Depot/Base mission variation: Radar Station
- ADDED: Depot/Base mission variation: Gather Intel
- ADDED: Depot/Base mission variation: Prisoner Rescue
- ADDED: Building Raid mission type: Hit and Run mode for some variations
- ADDED: Building Raid mission type: New gather intel variation
- ADDED: Building Raid mission type: Officer assassination variation now requires examining the officer corpse for accomplishing the mission
- ADDED: Building Raid mission type: Arrest Enemy Collaborator, with 7 different story variations, this mission subtype replaces the old arrest officer mission
- ADDED: Building Raid mission type: Eliminate Enemy Collaborator, with 5 different story variations
- ADDED: Urban Raid mission type: Assassinate enemy general
- ADDED: VDV Faction: PP-19 Vityaz SMG
- ADDED: VDV Faction: Collimator OKP-7 for various weapons
- ADDED: Numerous other minor additions
- CHANGED: Chernarus versions - Terrain switched to Chernarus 2020 version. Cup Maps 2.0 is needed for Chernarus versions now
- CHANGED: Building Raid mission type: Officer assassination variation has now the assassination as the main objective, no need to clear the area from enemies for more variation
- CHANGED: Interaction with collecting intel, arresting officers and rescuing prisoners is done by holding down key for better control
- CHANGED: Improved the mission intel report to allow more detailed information
- CHANGED: Russian and Eastern European factions have voices/radio protocols replaced with the new official BIS russian voices included since Contact DLC
- CHANGED: Rephrased a lot of mission descriptions
- CHANGED: Script for spawning enemy outposts around mission targets revised. Now outposts are more common and varies is type
- CHANGED: Hideout mission type is now named "Camp Raid" in-game as Hideout was more like an original work name
- CHANGED: Strongpoint mission type is now named "Building Raid" in-game as Strongpoint was more like an original work name
- CHANGED: Improved the loadout generator for enemy infantry to allow more detailed gear variations and different weapon/attachments/ammunition/sidearm combinations for all enemy factions
- CHANGED: Balkan faction - Revised the loadout selections for all infantry classes, e.g. VHS-D2 added and removed most western weapons that are not unique to Balkan faction to make the faction more unique
- CHANGED: Eastern European faction - Revised the loadout selections for all infantry classes, e.g. richer selection of AK-variants and sight attachments
- CHANGED: Eastern European faction - Voices changed to the new official BI russian voices included since Contact DLC
- CHANGED: Western PMC - Revised the loadout selections for all infantry classes, e.g. SCAR-H and L1A1 added
- CHANGED: Middle Eastern Insurgents faction - Revised the loadout selections for all infantry classes
- CHANGED: Caucasian faction - Revised the loadout selections for all infantry classes
- CHANGED: All enemy factions - Removed most of CUP weapons for more unified RHS weapons and ammunition
- CHANGED: USMC Faction - 105mm M119A2 artillery replaced by the new RHS HIMARS with powerful DPICM Missile Barrage for more artillery variance
- CHANGED: Required to reach the AO to accomplish missions with clearing out enemies
- CHAMGED: Updated and tweaked the infantry clothing and gear of some of the enemy factions
- CHANGED: GRU faction - Changed the uniforms and vests of the operatives
- CHANGED: Bravo group communications dialog doesn't get disabled after calling for extraction anymore in case of unexpected extraction problems and Bravo needs to be commanded to extract on foot
- CHANGED: Player character death does not affect the AI dead/alive status the he/she replaces joining game, now compensated with extra penalty points instead
- CHANGED: Stamina system is disabled for player squads
- CHANGED: Tweaks for enemy patrolling around mission target in combat situations
- CHANGED: AI squad members' running speed now depends on the endurance skill
- CHANGED: RPK-74M uses now RHS collimators, attachments and ammunition for all factions using it
- CHANGED: VDV and GRU Factions: Satchel charge replaced with 400g TNT charge
- CHANGED: GRU Faction: Mi-8MT replaced with Mi-8T
- CHANGED: Numerous other minor tweaks and changes
- FIXED: Chernarus sector offset to match the updated sector alignment
- FIXED: Missing map control dialog value widthRailWay after 1.90 patch
- FIXED: Exploding parked unmanned vehicles colliding with world objects and other vehicles when spawning
- FIXED: Ambient civilians wouldn't not despawn when out of spawn radius during mission, causing u nnecessary performance impact
- FIXED: American M249 and Mk11 ammunition inconsistencies
- FIXED: AI couldn't fire M136, M72A7 or RPG-26 but player could, added a dummy launcher mag to fix this
- FIXED: Ambush mission type: Enemy spawn point pathfind check sped up
- FIXED: Platoon members sometimes starting mission far from starting point
- FIXES: Numerous other minor optimizations and fixes

Uppdatering: 27 feb, 2020 @ 9:39