Arma 3
Impasse Total War - Altis
Showing 31-40 of 41 entries
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Update: Apr 24 @ 10:12am

- Add - added option for vehicles to be air-dropped into objectives that don't have valid land route (can be disabled in parameters)
- Add - infantry in water for 8 minutes or more will be deleted
- Fix - ejecting from aircraft not opening parachute
- Fix - if you have access to zeus and die quickly multiple times in a row, you could lose zeus access
- Fix - get working with Tinter Furniture mod so placed bases aren't surrounded by furniture
- Fix - unit spawn bug causing system to slowly stop spawning units
- Fix - adjust AI spawn rate based on max units allowed on the map (really large number of AI were being throttled)
- Fix - spread out vehicle spawn positions on roads a bit as the sometimes collided
- Fix - cleaning up dead units did not delete empty groups
- Fix - unstuck handler wasn't pausing when game paused

Update: Apr 20 @ 3:53pm

- Fix - HC slots were not set to playable

Update: Apr 20 @ 12:30pm

- New Maps - Chernarus (Autumn,Summer,Winter), United Sahrani, Everon, Nogova
- Add - added Headless Client support. It needs to be enabled in parameters. (code from Gandalf)
- Add - added ability to fast travel in vehicles using vehicle repair points (in base or near flag)
- Add - increase number of AI allowed to 300 (150 each side, useful when using headless clients)
- Add - support for adding units to your team in the garage (vehicle positions in upper right)
- Fix - laser designators not showing in full arsenal
- Fix - improve the stuck unit handling to push for newly spawned vehicle to move more quickly
- Fix - bug placing statics when extra buildings feature was turned off
- Fix - bug when reviving disabled in parameters
- Fix - remove 'respawn' backpacks from the arsenal since this mission doesn't support them
- Fix - vehicles chosen with garage interface at mission start aren't in garage after save/load
- Fix - improve troop unloading as approaching objectives (land vehicle react better, heli slow down and keep low)
- Fix - player's helicopter dropping parachutes when returning to base to repair
- Fix - add gray outline around flag markers on screen to help see when flag is dropping when only 1 objective is active
- Fix - when unloaded, airfield crate could bounce into vehicle causing damage
- Fix - infantry using static weapons would no longer be managed by the infantry manager
- Fix - empty parachutes appearing behind helicopters
- Fix - when using OPTRE (Halo) covenant units, the grunts would rarely spawn (now allow unarmed units from Covenant, HL_Zombies, or RyanZombie factions) To get more grunts you may also need to 'select units' on the faction selection screen and choose all the grunts, but only a couple hunters, elites, jackals).
- Fix - mission hanging create AOs if statics chosen from garage interface for either team
- Fix - mission was trying too hard to place statics and could take 3+ minutes to give up if no flat ground in the objective

Update: Apr 13 @ 8:10pm

- Add - added option to have ai use static weapons in the zones (including mortars or not)
- Add - added option to disable stamina
- Add - when fast traveling, if you are squad leader and have AI, you can choose to bring the AI with you or not
- Fix - fix support for OPTRE WBK Expansion - wasn't using all units
- Fix - new game y/n question was triggering Zeus mode if Y is zeus key (caused player not to be able to select objective locations)
- Fix - choosing objective locations didn't work if player is faction without a map
- Fix - adjust number of artillery shells fired to account for how many objectives per zone there are.
- Fix - artillery timing wasn't converting desired minutes into seconds of delay (was firing way to frequently)
- Fix - artillery wasn't correctly avoiding friendly fire
- Fix - stuck unit fix now moves units standing still less frequently and shorter distances than vehicles
- Fix - don't allow 'divers' (swimmers) to be chosen for random units

Update: Apr 10 @ 11:46am

- New Maps - Hurtgen Forest, Krayina, Mehland, Sehreno, UMB armavir, Vidda
- Add - added ability to adjust the land routes for vehicles (radio 0-8-8 for leader or high commander)
- Add - added options at the officer to allow splitting player group into multiple groups or to join player groups together. Each player group leader can recruit their own teammates.
- Add - added action on arsenal cabinets to select a default loadout (or random)
- Add - added option to parameter 'Friendly Revive Available' to skip player revive completely (useful when playing solo)
- Add - added option for players to choose all the objectives on the map. It is under the parameter 'How many objectives on the map'.
- Add - added ace earplugs and ace electronic hearing protection to the arsenal if ace is running
- Add - added option to limit number of ai teammates per squad (default is 8)
- Fix - artillery and ai vehicle spawning wasn't stopping when game was paused
- Fix - rename 'vehicles' parameter to 'Vehicles used by AI' for better clarity
- Fix - no statics showing in garage when it is limit based on 'vehicles used by ai' parameter
- Fix - when choosing vehicles for the mission using the garage, some vehicles weren't saving the cammo states
- Fix - improvements to stuck vehicle handling to try to unstick them before just deleting them
- Fix - when 'no tanks' or 'no jets/helis' option was set, could still spawn them in

Update: Apr 3 @ 6:14pm

- Add - added option to broaden fast travel. Options include 1) only between bases or from captured flags. 2) as 1 with to captured flags. 3) as 2 with to un-captured flags
- Add - added options to adjust air attack vehicle spawn rate and another for tank spawn rate. The option for all vehicles will affect these attack vehicles as well - the two options will combine
- Add - added marker on the map showing which airfields are owned by which side. AI can only use planes if their side owns an airfield.
- Add - added option to have minefields near the objectives
- Add - added option to have mortars near the objectives
- Add - option to turn on an aggressive clean up to improve performance
- Add - added ability to choose individual units within a faction. Select faction then click the "Select Units" button.
- Add - added option for 800 and 1000m objective areas
- Fix - rewrite flare drop routine to use only one thread
- Fix - factions with only pistol wielding units was causing an error (Reb's Reforger Factions)
- Fix - get working with ALIVE factions
- Fix - adjust red screen/AI damage when entering enemy territory to center on bases (not objectives) and not take effect if unit is within 1000m of a contested objective.
- Fix - improve base placement to avoid roads as the AI get stuck trying to navigate the base

Update: Apr 3 @ 6:10pm

Update: Mar 28 @ 7:36pm

- Fix - change default escalation to allow all vehicles at the start
- Fix - arsenal on flags doesn't disappear when we lose flag
- Fix - stop transport helis from all landing on the garage pad
- Fix - 'open garage' at blue flag not showing for players who jip into game
- Fix - attempt to get helis spawning at bases to not be floating in the air
- Fix - if no 6 person transports found, allow 4 to be counted as transport vehicles
- Fix - if no transport helis found could end up spawning lots of jets
- Fix - on small maps with few objectives, could crash due to too few objectives
- Fix - if using faction with very limited vehicles, was using inappropriate vehicles as backups. It now tries to use civilian vehicles as a fallback, so choose an appropriate civ faction. If can choose a blufor, opfor, or independent faction as civilian and it will use vehicles from that faction as fallbacks. If you turn on civilian presence, the civilians will be dressed like the chosen faction, but will not have weapons.
- Fix - flag at starting objective was red only on 1st playthrough (once saved and reloaded it was blue)
- Fix - planes were not spawning. Planes will only spawn for the AI if that team controls an airport. To control an airport, you must hold the closest objective to the airport (not counting the contested objectives being fought over)
- Fix - fast travel from flag to garage pad, was putting me on ground instead of up on pad
- Fix - on capturing zone, only show 1 'task complete' popup
- Fix - allow selecting Russia (TV) faction - this faction had no units so it wasn't showing up
- Fix - tons of empty parachutes coming out of helicopters as they are shot down
- Fix - tank crew is turned out using machine guns
- Fix - some mods caused ImpasseTW to skip the role assignment screen (where the parameters button is)
- Fix - Malden workshop mission showed on the Tanoa map. I had to delete the mission and recreate the workshop page so you'll need to re-subscribe to it.
- Fix - despawn returning transport vehicles a bit further from the battlefield
- Fix - some damage vehicles are not be cleaned up
- Fix - move open garage selection at officer above selecting role
- Add - now supports up to 12 players

Update: Mar 21 @ 1:57pm

Update: Mar 20 @ 10:33am