Arma 3
A3 - Antistasi Altis
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Update: May 2, 2015 @ 8:33am

02/05/15 0.11.10 Alpha
- Rebuilt the persistent load again to avoid AAF spawning in FIA zones in rare cases.
- Corrected bug when trying to manage garrison in cities.
- Re enabled spawning of destroyed AAF assets as it may lead to insta-spawn-in-your-nose as soon as AAF rebuilds them.
- Destroy Armor missions shouldnt finish prematurely due to destruction of the objective on creation.
- Fixed error reporting Success on a CSAT Punishment mission when it was failed.
- AI wont leave tanks unmaned when they reach their destination.
- Less prisoner will die on spawning in balconies and wrong config building positions.
- Map Info now reports about factories garrison.
- Corrected bug on AAF economics routine.

Update: May 1, 2015 @ 1:44am

01/05/15 0.11.9 Alpha
- Added a not very nice, but very useful "Back" button on all the custom menus.
- Hopefully, no more AAF roadblock spawning in your face when you load game.

Update: Apr 30, 2015 @ 4:02pm

01/05/15 0.11.8 Alpha
- NEW FEATURE: Now powerplants, resources and factories can be DESTROYED if the civilians in there get killed. DESTROYED means no income. Note: if a Powerplant gets destoryed it won't give power supply to anybody.
- NEW FEATURE: Commander can rebuild destroyed facilities from HQ options. Cost is 10.000 €
- AAF can do the same.
- Less CPU intensive NV googles assignation for FIA AI.
- Reworked City Info and Garrison Add to give more information about the garrison in each zone.
- Chance on intercept AAF comms will not depend on NATO points, just a small chance + owned antennas.
- Lower costs for FIA transport vehicles.
- A message will appear when NATO CAS plane is destroyed or support timed out.
- CSAT punishments should appear more oftenly on advanced game, they don't depend on AAF resources now.
- Range on prestige in cities now will allways be between 0 and 100%
- Player won't get attacked by friendlies if he killed too many civilians.
- Recruit squad button on HQ dissapeared, as it is present on Y key menu.
- FPS limiter wont accept a range below 0.
- Reworked Game Options menu to have everything. Spawn distance is now there instead on HQ flag.
- Civilian workers will surrender to enemies of the faction belonging the zone where they are working.
- Random roadblocks shouldnt appear near HQ on persistent load now.
- Troops in tanks shouldnt leave the tanks empty when they reach their objective zone.
- Dismissing troops now hasnt penalty on the price recovered.

Update: Apr 28, 2015 @ 4:44pm

29/04/15 0.11.7 Alpha
- IMPORTANT: Now a Counterattack is not needed to loose a sector. Any enemy passing by may conquer an ungarrisoned zone.
- Cost table for troops updated correctly on load game.
- Super reduced unit cost increase caused for training, it was excessive.
- Reworked cargo deletion on saved vehicles, hopefully it will work better.
- Corrected bug: banks were not calling a patrol when assaulted.
- A "position consolidated" notification will appear when a small counterattack is repelled.
- Now % chance of weapon equip will depend on ANY weapon you put in the ammobox and not only the other ammobox looted ones (this means, any weapon looted from soldiers)
- Less CPU intensive weapon assignation for FIA spawned units.

Update: Apr 27, 2015 @ 5:16pm

28/04/15 0.11.6 Alpha
- Loosing a Kill the Traitor mission will have a 30% chance of having a Defend Petros mission.
- Corrected Destroy Helicopter missions so the recovery truck won't make the mission finish when it reaches it's destination.
- Corrected BIG bug on Roadblock building.
- FIA reinf should leave HQ a bit faster now.

Update: Apr 27, 2015 @ 9:30am

27/04/15 0.11.5 Alpha
- Reinit Y was not using the conditions to be able to use the key, with the old problems of being unconscious etc.. Corrected.
- Hopefully pressing Y won't disable other addons special keys.
- NATO support is now free, it only costs NATO points.

Update: Apr 27, 2015 @ 9:29am

Update: Apr 27, 2015 @ 5:18am

21/04/15 0.11.4 Alpha
- IMPORTANT: Seaports affect to vehicle prices, instead of capping the vehicles you can buy, the more seaports you have, the cheaper the vehicle.
- AAF vehicle assets and max assets updated on persistent load so if you saved during a CA, the new generated wont consist on trucks.
- Added waypoints to civilian road travelers, so they don't get stuck in the city center.
- Raised a lot the base prices for vehicles on mission begining.
- Reworked all the pricing and purchase procedures to be more automated. Squad recruit should be much faster now. AAF investments more clever.
- LAW launcher count in ammobox give chances to recruited basic rifleman to equip a launcher with a single shot, if hasn't an AA launcher already.
- Mounted Static weapon squads were not able to fast travel. Corrected.
- Reduced a bit the civilians traveling on road as roads were a bit too crowded.
- Automatic missions will appear more often.
- City center is now allways a road position, this will make missions / patrols etc. much more efficient.

Update: Apr 21, 2015 @ 3:51am

21/04/15 0.11.3 Alpha
- Hotfixing tasks on persistent load had not updated the HQ position.

Update: Apr 21, 2015 @ 3:33am

22/04/15 0.11.2 Alpha
- Stolen and purchased statics where messing persistent save system. Solved.
- Hotfixed vehicles init due to some lost code.