Arma 3
A3 - Antistasi Altis
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Opdatering: 29. maj 2015 kl. 9:35

29/05/15 0.12.1 Alpha
- Truck deleted on money convoy success.
- Corrected small bug notification when player is unconscious and an AI was already going to help him.
- Less AutoHeal chaos due to helped unit moving while helping unit was healing.
- In case of unconscious player group units, the closest unit with FA Kit will try to heal him, no matter if medic or not.
- More reliable FIA Reinforcements when player takes a zone.
- FIA Reinforcements now may consist on anything from a sentry in quadbike to an infantry truck.
- Reinforcements will wait until the small counterattack is done to despawn. Distance from players to the zone now doesen't matter.
- AAF skill training has wider difference limit to upgrade.
- Default spawn distance is now set to 1200.
- Extended revive to the whole FIA faction.
- On deploying HQ, there will be an attempt to transfer the cargo of the nearest truck to the ammobox, just in case the player's forget about refill the ammobox (happened to me twice and lost everything).
- Statistics now reports the name of the actual commander. Very useful in MP open servers.
- MP version has now 32 players as default, Officer Default Commander should be on top of the list, instead of the last.
- Slight visual changes on statistics bar.

Opdatering: 28. maj 2015 kl. 11:18

28/05/15 0.12.0 Alpha
- NEW FEATURE: New revive system. Fully compatible MP and SP. AI compatible. AI comrades will heal player in the same way AutoHeal does.
- Revive System will get disabled if mission has been edited with any ACE medical module.
- Reworked AutoHeal (no more "Wait, comrade ERROR NO UNIT, I will patch you up". If there is a medic in the group he will be in charge of healing the whole group. If not, units will heal themselves. Unconscious units will get healed by medics or the nearest unit. First Aid kits are mandatory for any healing.
- Shoot your enemies head to see another feature.
- Punishment changed from hitting players to killing players. As the killed player is in unconscious state, it is very difficult to kill a player by non negligent accident.
- Small counterattacks were waiting to conquer the zone even when they sent an attack chopper. Now only happens if the attack is performed by land units.
- No unlimited Ammo for NATO Arty as player can destroy all the radiotowers in 15 minutes.
- Bug corrected on Ai Control which made loose access to Y menu.
- Intel Found event on prisoner interrogation, instead of only revealing on map enemy units and counterattack timing.
- Flags are now indestructible, to ensure the player can take or retake any zone.

Opdatering: 20. maj 2015 kl. 4:03

20/05/15 0.11.18 Alpha
- NEW FEATURE: Intel Found report. The player who took the Flag may receive an Intel Report with some AAF data. Chances of data are higher in bases or airports.
- IMPORTANT: Removed taxes income when player rests on campfire, as almost nobody was understanding that and newbie players will give AAF extreme superioirity.
- IMPORTANT: AAF Grand Outposts added to lose Undercover on player proximity.
- Planting mines, satchels etc.. will make you loose Undercover too.
- Vehicle marker update now stops when destroyed or side of the driver changed.
- Nicer markers for vehicles in map.
- AAF will buy one type of vehicle at a time when taxes income. This will give more chance of seeing lack of tanks / APCs / planes etc..
- Implemented an "anti stuck" system for those AI manned vehicles, non player dependent, to move them to the nearest road if they are land vehicles, or to unload their cargo if they are air vehicles and they landed.
- MP Take the Flag action should be less "problematic"
- Detected mines status should update upon Persistent Load.
- When a Kill the Traitor mission fails, AAF may have reports of some FIA minefields (not sure if they will react to them).
- Re-applied economic penalties when player dismiss a squadmate (recovers half of the money spent) to avoid exploits.
- When in Temp AI Control, old player unit won't order to disembark his squad.
- Small counterattacks in progress during Persistent Save will be regenerated upon Load.
- FIA Reinforcements wont despawn until their destination is consolidated or definetly lost.
- AAF wont upgrade skill if FIA skill is too low (gaming thing, but mission is a hell sometimes because of huge differences)
- Raised the cost of tanks and APCs for AAF.
- While in AI control, if main character is hurt, control will return to the original unit.
- Destroy armor missions changed to Steal or Destroy Armor.
- Automated sidemissions won't be created during an AAF or CSAT Attack.

Opdatering: 18. maj 2015 kl. 6:50

17/05/15 0.11.17 Alpha
- NEW FEATURE: Darters and remote Laser Designators added to NATO Supply Boxes.
- Convoys no longer stay forever in their destination, and will move to anywhere else when mission is finished, failed or not.
- IMPORTANT: Reworked a lot Undercover mode. Les CPU intensive. Again, quadbikes are no longer undercover vehicles. In change, if you are on a civilian vehicle, your outfit and enemy close won't make you loose undercover, if you are on foot, same as allways. Entering in enemy bases will make you loose Undercover no matter what.
- Removed the Striders in roadblocks as they were not a great addition.
- Rebreathers added in AAF Seaport ammoboxes.
- Reworked initial windows so if player hits ESC things don't get messed up.
- Added a backpack for those players without it on init. On persistent load, backpacks will be removed (they are on the Ammobox).
- On HQ enplacement init, roadblocks will not be counted as enemy zones, so players will have a wider variety of positions to select. If a roadblock is near the selected position, it will be deleted.
- Added a small explanation on the soldier loadout chance on briefing.
- Generally speaking: Less AAF inside buildings and more patrolling.
- Deactivated civilians making fireplaces during night, as may lead to performance issues and they have excellent kitchens to burn things.
- Convoy Ammo Trucks get depleted when the mission is failed.

Opdatering: 15. maj 2015 kl. 8:21

14/05/15 0.11.16 Alpha
- NEW FEATURE: AAF deploy minefields to defend their bases. Also, when CSAT destroys a city, they leave it with some mines around.
- IMPORTANT: For undercover mode, no helmet and nightvision is required too.
- IMPORTANT: Changed the whole minefield mechanics. Minefields are free. Mines will be taken from your Ammobox, up to some limit (AP - 40, AT - 20), only in standard configurations (no trip-wired, no Claymores etc..). Timing to deploy will depend on number, same as timing for recovery.
- Vehicle price was not substracted from FIA money when buying a vehicle for a new squad. Solved.
- FIA soldiers may wear helmets depending on their skill. Helmets have been scavenged from any corpse, so funny outfits may appear...
- Optimized a bit more FIA soldier equipment initialization.

Opdatering: 13. maj 2015 kl. 15:24

14/05/15 0.11.15 Alpha
- NEW FEATURE: When recruiting a Squad, a Window will ask player if he wants to buy a transport vehicle for them. Vehicle will be automatically assigned in the same way Assign Vehicle works.
- IMPORTANT: Basic grunt FIA Riflemen base cost halved. Rest of the units cost is higher, to enforce the untrained massive militia experience.
- IMPORTANT: Had to remove the double garrison in middle island zones, as game was unplayable for the average PC.
- IMPORTANT: Mission FPS monitor will automatically low the game settings when average FPS is less than the minimum FPS setting for the last minute, minimum FPS rate will be set to 25 if it has been set higher.
- Disabled revive system for AI on non-player groups, as it was unbalancing the game and added lots of scripts.
- Higher raise skill\training costs for both FIA and AAF.
- Decreased search radius for taking the flag in big zones, such as airports etc..
- When a Take the Flag action fails, player will receive an update of the near enemies.
- Nicer looking Income Report with some sound to make it more noticeable.
- On logistics missions FIA forces must have at least one unit close to the truck or counter will restart.
- Petros talks (sometimes).

Opdatering: 8. maj 2015 kl. 5:57

08/05/15 0.11.14 Alpha
- Reworked persistent save to adapt it better to the new squad vehicle system.

Opdatering: 8. maj 2015 kl. 4:07

08/05/15 0.11.13 Alpha
- NEW FEATURE: Vehicle Squad Menu on Y key.
- NEW FEATURE: Assign vehicle to squad. Player will be able to assign any civ,AAF or FIA empty vehicles to the HC squads, if there is enough space. Armed types will get manned. Cargo units will dismount on contact or when ordered.
- NEW FEATURE: Vehicle info about squads assigned vehicles.
- NEW FEATURE: Order mount or dismount your HC squads. If their vehicle is an armed one, only the cargo troops will dismount.
- NEW FEATURE: Static Autotarget. Mounted statics will move trying to allign with targets insetad of satying in positions. Mortars will fire automatically.
- IMPORTANT: In order to move your HQ, the ammobox must be empty. This will add a bit of additional risk when you move (loose the truck, loose everything).
- New recruited infantry squads will spawn without vehicle.
- No longer need to put the HC groups on Safe to use vehicles. But as any vanilla AI, SAFE mode is required to use roads, player will have to manage that. Squads spawn in SAFE mode by default, changing their stance according to the situation.
- Changed the Recruit MG Offroad option for a small infantry sentry, which you can use for those offroads, hunters etc.. or just to have... a small sentry?
- On SP when player respawn, it's conscious group units will do too.
- Same with Fast Travel. AI unconscious will be left behind.
- Disabled Y key when player is in control of AI.
- In SP when player is unconscious, AI will not get stuck thinking it reached the player (constant "Ready" but nobody heals you).
- Moved a bit the default starting position as it was giving lots of AI management hedeaches.
- AAF armored cars, tanks and APCS wont get abandoned if they have firing capabilities. FIA troops too, unless ordered to leave the vehicle.
- Sniper teams sent to establish a watchpost now travel in quadbike.
- AAF wont spend money on bribing CSAT.
- FIA Explosive specialists now carry an additional AT mine by default.
- Removed fancy BIS factory infotext for taxes income as it was interferring with the statistics report.
- Accelerated trasnfer from HQ ammobox to any truck. Timing will depend on if a Defend Petros mission exists.
- Only Commander will be able to empty the ammobox at HQ (anti troll thing).
- Removed bug on persistent load which made AAF use no tanks. Tanks are back.

Opdatering: 6. maj 2015 kl. 18:32

07/05/15 0.11.12 Alpha
- NEW FEATURE: Auto Rearm. AI units will search in the nearby vehicles\ammoboxes\corpses to rearm new magazines if they need it. Use proper button in AI Management section.
- NEW FEATURE: Auto Medic. Turn it on and forget about giving orders to your medic or units to heal. If there is a medic, he will be in charge of heling, if not, units will use their medikits. If turned on in combat, units will use smoke to get cover while waiting to get healed.
- IMPORTANT: All relevant AAF zones, and not only bases, will have small foot patrols in the surroundings.
- Corrected bug which disabled Temp. AI control.
- Reordered AI management to a new button from Y key. AI Control is now in that menu.
- Troop price wont be recovered on dismissal / persistent save if they are unconscious.
- Fast Travel now wont make the units teleport while the screen is black for most of the time, reporting the contacts while the player can see nothing.
- FIA attack forces will have gunlights and use them in AUTO mode.
- In SP if player gets unconscious, the group will open fire if it wasnt on fire at will. The medics will try to cover him with smoke.
- Included the MK18 ABR in AAF ammoboxes (the last DLC missing?)
- When player rests on campfire, AAF will earn money too, but will not buy vehicles and upgrade skill.
- Auto update of new developed zones made every roadblock belong to AAF again indepently of zone proximity ownership. Corrected. Save and load and the problem will dissapear.
- NATO Artillery should spawn safely now in some bases.
- Rescued POWs get deleted sooner.
- CSAT only participates in attacks to bases and airports in AAF Attack missions.
- Eliminated requisite of squad dispersion for Fast Travel.
- Enemy count on Fast Travel looks at all the units in the group, not only the leader.
- Minefield missions wont get loose when the truck crew dismounts.

Opdatering: 4. maj 2015 kl. 8:03

04/05/15 0.11.11 Alpha
- NEW FEATURE: Persistent save will also save helmet, vest and googles from the player. In MP also score and rank. JIP players are updated if the commander the status of the mission has been loaded. Works, per server basis.
- NEW FEATURE: Vehicle/unit/squad costs will be shown in a tooltip window on each button.
- Map click bug on asset rebuild corrected.
- Deleted debug message when AAF rebuilds an asset.
- Civ vehicles shouldnt spawn in the middle of a crossroad.
- Added nice flashlight usage for defending FIA and AAF troops without NV during the night.
- Added flashlights to possible ammoboxes content.
- Supply trucks now no longer get deleted, they run out of fuel instead.
- Bank trucks get deleted when stopped upon mission succeed.
- Hopefully solved the problems with special keys on TFAR etc.. on JIP players.
- FIA snipers will have more ammo by default.
- Changed AAF small outpost in Magos hill by an AAF Grand Outpost. May lead to weird issues as allways... Seems that zone cannot be conquered or managed until a game reinit.
- Optimized a bit in performance and appereance civilian vehicle spawn, but server will need a bit more time to init.
- Artillery fire should stop when friendlies are near of the target flag, at last...
- Corrected issues with saved vehicles on persistent load.
- Player won't be able to control unconscious AI.