Arma 3
A3 - Antistasi Altis
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Update: Nov 12, 2015 @ 1:35am

12/11/15 0.16.2 Alpha
- IMPORTANT: Improved mission initialisation in MP. Should take less time for players when server is on init process.
- IMPORTANT: Firing Arty from HQ will give a small % of having a Defend HQ mission (AAF has located you).
- IMPORTANT: Killing with Arty will make the undercover men near the killed unit lose undercover.
- IMPORTANT: Death FIA and NATO affect nearest city FIA support negatively.
- IMPORTANT: In Defend HQ missions now CSAT is spawned in choppers and inserted with fastrope, but coming from anywhere (no CSAT carrier) and up to three.
- IMPORTANT: AutoRearm will make AI search for better weapons if they have the most basic ones. Also with NV Googles and helmets.
- In MP When player commander disconnects, if there is not an eligible commander, all the HC units and vehicles will be added to FIA resources pool and deleted, as wait for a new Commander connected was buggy.
- Kill the Traitor missions now are lost when the traitor reaches an AAF base.
- Improved ammoboxes and ammotrucks loadouts and now they provide a minimum magazines for the weapons they content.
- Unlocked weapons and mags now spawn in NATO ammoboxes due it's in field supply purpose.
- Sidemissions don't wait to task deletion to delete units and vehicles.
- Added an alive check for the planes in carpet bombing scripts.
- Eliminated restrictions to FT on the zone where player is.
- Corrected some bugs on persistent save regarding unit refund.
- AI Locked weapons and mags will get added to the ammobox on next Persistent Load.
- Non close to HQ vehicles will get added to the garage on next Persistent Load instead of being refunded.
- Vehicles inventory recovered from garage spawn empty.
- Removed lock status in some helis so they can be stolen too.
- When player dismisses a squadmate, once he gets deleted, his weapons and important stuff which is not unlocked, will be transferred to HQ Ammobox.
- Removed tags for units in vehicles as it was buggy and gave some errors.
- NATO CAS may consist in planes too if enough NATO support.
- Corrected small bug which not allowed to send to Garage AAF land vehicles sometimes.
- Modified no control of AI check in undercover script.
- AAF, NATO and CSAT will use their lasers by night if they have NV.
- Corrected bug despawning stolen static weapons when deployed.
- AAF Static soldier users will spawn with no backpack.
- Removed the "Inventory item with given name: [acc_flashlight] not found" error.
- Re-coded FIA soldier initialisations, with performance gain.
- Added the unlock count requirements for Arsenal in briefing.
- Changed FIA units cost table.
- Revive and Rearm integrated so one won't bother the other.
- Removed bug on Ranks system.
- Removed bug in OnPlayerDisconnect.

Update: Nov 5, 2015 @ 5:42am

05/11/15 0.16.1 Alpha
- NEW FEATURE: FIA squadmates spawn without radio if it's not unlocked. Apart from the vanilla effects (only voice sound) if player sends them far away, they will get lost and try to come back. Auto Rearm button will make them search for a radio among the corpses.
- IMPORTANT: Added an outpost in Syrta. May cause weird things when Persistent Load.
- IMPORTANT: Drastically reduced (/10) HR income on taxes.
- Unlocked rifles were not getting updated when persistent load until next tax income.
- Removed the "Only humans" message when AAF tries to board an air vehicle in SP/Hosted.
- Civ vehicles with double price than Mil ones (yes, being easily undercover must have it's counterpart).
- Corrected bugs which made not deleting some items (map, gps, radio) and backpacks from the ammobox when Arsenal unlocked. The error may stay until mission restart, and then persistent Load will not solve it. Sorry.
- Hopefully AAF city garrisons won't embark any vehicle.
- Corrected bug which disabled NATO Arty support.
- Donating money to another player won't make the window close.
- JIP Players won't be asked to reallocate HQ after loading.
- Corrected bug which made FIA units dont go with primary weapon if they had a Rangefinder.
- Added Laser Designator batteries in AAF ammoboxes possible loadout.

Update: Nov 3, 2015 @ 7:13am

03/11/15 0.16.0 Alpha
- NEW FEATURE: NATO Armored Column is here at last.
- IMPORTANT: In SP player respawns with no weapons and items, as the Arsenal feature is enough to rearm.
- IMPORTANT: No longer need of Take the Flag action to conquer a zone. Taking the Flag is still there and is useful if the players want to bypass the enemy presence check and trigger Intel Found events. FIA AI can conquer now.
- IMPORTANT: RHS Escalation integration. Only russian weapons will be considered. By now, basic AK74 will be added to the arsenal from the begining. Players initial setup changed too.
- With RHS FIA units will spawn with weapons from the mod. Sharpshooters are the exception (dont like SDVs on them).
- Tried to bruteforce the "Take the Flag" action when AAF retake a zone, and if not, a proximity check on the zone to allow the player reconquer by just killing enemies.
- Corrected bug on FIA sharpshooters ammo when Lynx is unlocked.
- Decreased a bit minimum tax income and HR income from cities to make HR management a bit more challenging. Will keep an eye on HR for future development as nowdays does not matter at all.
- Arsenal automated deletion of locked backpacks solved. Sometimes it makes strange things, but not important.
- Slight changes to hopefully improve HC and Radio 0-8 support stability.
- Added all the magazine types to the Arsenal system to integrate even from mods.
- Added Laserdesignators of any type to the Arsenal, as before only the NATO one was counting.
- Undercover AI won't loose their weapon attachments and some ammo when they lose undercover.
- Destroy chopper missions improved. Marker position is aprox. Look for smoke to search for the objective.
- FIA Units with sandard rifles won't spawn with machine guns or sniper rifles even if unlocked.
- Disabled conquer capabilities to air units.
- Increased the distance from enemy bases and outposts to lose undercover, as before, you have to be right inside to lose it.
- Added smoke grenades to the possible AAF ammobox content.
- FIA uniforms now randomized to civ clothes when the training level is low.
- Small chance of wearing the best Vest for some types of FIA soldiers.
- FIA Grunts with AA/AT wont spawn with backpack.
- Small skill boost for FIA garrisons, as they are in a defensive position and should fight better and have better equipment.
- Improved dismount drill for AAF Mech\Mot Infantry. They will dismount in safe places depending on some factors.
- "Losing" a NATO support mission will have additional cost in NATO support.

Update: Oct 31, 2015 @ 2:42am

31/10/15 0.15.2 Alpha
- AAF stolen helis and planes now get properly saved if close to HQ.

Update: Oct 30, 2015 @ 7:53am

30/10/15 0.15.1 Alpha
- IMPORTANT: Timing to delete a task has been increased heavily to a random number. This means players won't be able to ask continuously for the same Mission, plus, automated mission assignation wont be continuously giving the same (Kill the Traitor fans will be happy).
- Solved a bug related to garage vehicles and Persistent Save, as they were constantly updated even when the commander didn't save.
- Lowered from 50% to 25% the chance of Sniper team on small AAF patrol spawning.
- No destroyed vehicles can be added to garage.

Update: Oct 28, 2015 @ 4:48am

28/10/15 0.15.0 Alpha
- NEW FEATURE: Players can now buy a civilian chopper (which works with Undercover mode) and steal AAF planes or helis.
- NEW FEATURE: Virtual Garage. You may keep vehicles in a virtual garage. Integrated with persistent save. Use Y menu, to add a vehicle to the garage. Use HQ flag menu to recover it.
- IMPORTANT: In order to add the Garage features, buttons on Y menu and HQ Flag have been reorganised.
- IMPORTANT: Players can buy civilian vehicles. Buy vehicle menu has slightly changed.
- IMPORTANT: JIP Players will be asked to Persistent Load their personal stats.
- AT LAST: Solved the Steal Staic issues in Roadblocks, even in MP. Backpacks in this cases wont appear exactly where the player is, but very close (around 4 meters as much).
- In MP, if there is no player commander, players are allowed to ask sidemissions to Petros.
- According to this, failing an Assasination mission won't lead to a Defend HQ mission if there is no commander playing.
- Hopefully solved locality issues on ranks in the rank system. Should work now.
- Solved locality issues with Undercover and "free run over AAF with car" in MP.
- If TFAR or ACE Medical is active, a message will appear upon players connection.
- Nicer hint windows in some important messages (savegame, map selection and others as I find them).
- Nicer Intel Found reports when the number of assets are lower than one.
- Corrected bug which messed the whole mission when JIP players enter while the server hasn`t initialised yet.
- Corrected bug in Undercover on dedi/non hosters in MP.

Update: Oct 14, 2015 @ 2:19am

14/10/15 0.14.11 Alpha
- IMPORTANT: Standard grunt rifleman now will have a random weapon taken from the arsenal pool. They have changed to the concept of Militia, and will have skill penalties. If the players wants a more "professional" army, he must recruit specialised soldiers or raise the general FIA skill.
- IMPORTANT: When respawning, inconscious AI will die (simulating abandoned to die).
- Respawned AI shouldnt go to their original positions when respawning.
- Small changes to player disconnection routines, which will give less buggy commander assignation.
- Halved the max amount of bomb strikes on CSAT Punishments.
- More improvements to avoid insta-blow up spawn in Steal Ammotruck missions.
- Bank Robbery missions should appear less often now.
- Player no longer asks for healing continuously while in vehicles when AutoHeal is activated.
- Attempt on Bank missions will have a negative impact on FIA support in the near city, as civvies see FIA as simple bandits.
- Unlocked backpacks no longer added to the ammobox when Loading.
- Tanks are slightly cheaper than planes for AAF now.
- AAF Commander vehicle purchase script changed to make their assets more balanced.
- AAF skill upgrade costs in the same level than FIA, again.
- Grenades, flares etc.. now get added properly to the Arsenal.
- Disabled squad dismiss on building squads, as it will lead to never finishing their tasks.
- Corrected small counterattacks upon load game made even when the objective was consolidated.
- Fixed mission succeed automatically when a player boards a Supply truck on Supply Convoy missions. Now it works as the task description says.
- Recruiting medics no longer closes the recruiting window.
- Diminished to one the trucks spawned in several types of AAF zones.
- Saving a city from a CSAT Punishment will give you also some NATO points.
- Player will loose control of AI if they are a Building/Minefield group and they reached their destination.

Update: Sep 28, 2015 @ 3:51am

28/09/15 0.14.10 Alpha
- Corrected abandoned Bank missions turn failed and succesful on the same time.
- Raised (3x) AAF vehicle costs. Tanks, planes and advanced vehicles should be less common now. Still searching for the right, balanced-for-everyone, magic, number.
- Nerfed spot skills on AAF marksmen, snipers etc..
- Corrected bug related to backpack addition to arsenal.

Update: Jul 30, 2015 @ 2:19am

30/07/15 0.14.9 Alpha
- Corrected despawning stolen mission vehicles.
- Some improvements on support modules assignation to player Commander. Maybe this solves some issues.

Update: Jul 4, 2015 @ 7:14am