Arma 3
A3 - Antistasi Altis
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Update: Apr 20, 2015 @ 4:29pm

21/04/15 0.11.1 Alpha
- IMPORTANT: Tasks included in persistent save. On load game, they cannot be EXACTLY the same task, but they will be of the same type.
- IMPORTANT: Now you can steal static weapons from taken AAF bases, use the action menu to do so.
- Included small counterattack groups in the new attack drill manouver.
- Raised deletion of dead soldiers and vehicles to 15 minutes.
- NATO destroyed planes and choppers no longer affect AAF assets.
- Destroying transport choppers no longer affect AAF assets, they have a money cost, same as soldiers.
- Destroying AAF small vehicles (Trucks, Striders etc..) will have an economic impact too.
- No longer assigned missions while you are in control of AI
- Only Airports and Bases will be considered as dangerous in order to spawn double garrison in AAF territory.
- Civilian vehicles won't get saved on persistent save, as it can mess up the player with the missions which will spawn on load.
- When traitor escapes in assasination missions, the marker will update his position.
- Added a small delay on SP persistent load to ensure Petros has activated the Mission Request option.

Update: Apr 19, 2015 @ 4:18pm

20/04/15 0.11.0 Alpha
- IMPORTANT: Counterattack timing now depend on how powerful is FIA. In advanced game, CAs should be constant if bases are available. If not, please report.
- IMPORTANT: Now counterattacks may affect more than one zone. No longer "my main objective is x, and doesen't matter if I pass trough zone y and kill the garrison, I won't take zone y". You know what I mean..
- IMPORTANT: Static weapons no loger available to buy if you haven't a seaport.
- NEW FEATURE: Seaport flags allow you to buy rudder boats.
- NEW FEATURE: Garrison system. Now garrison for FIA zones are not automated, players have to spend resources on garrisoning them. Garrisons have a cache and work on soldier number basis.
- Now AAF skill and training works in the same way FIA does. In initial stages they will have less skill, and AI commander will spend money to train the troops so their skill will get increased progresively (not up to be insane Rambos).
- Performing counterattacks will have a cost for AAF which will recover on part in the same way a player does.
- Dead soldiers will have a cost for AAF, generaly speaking.
- Frontier zones will spawn double garrison.
- No longer snipers in road patrols.
- Roadpatrols may consist on armed striders.
- In MP player won't be able to access to the battle menu if unconscious.
- Now captured prisoners are more eager to cooperate.
- Powerstations were missing from dynamic roadblock creation.
- No more Destroy missions on owned Radio Towers.
- Purchased static MGs get saved now.
- Added some missing DLC NATO weapons and ammo.
- Patrol area size around bases now depends on the spawn distance settings.
- Saved ammotrucks no longer spawn with ammo.
- Accelerated a bit initialisation on Persistent Load in SP.
- FIA and AAF troop costs updated upon persistent load
- Players upon persistent load start with no weapons and ammo, same on respawn in MP.
- Counterattack forces now search for the enemy in any building when they reach their destination. Same with FIA reinforcements.
- Surprisingly still found a despawning problem in NAto airports, which is solved.
- AI FIA unconscious units won't receive any pity from the enemy.
- No more Tarzan Fastroping if the transport chopper has a tailrotor failure.
- Improved AAF UAV shared info with his comrades.
- Raised a bit NATO support when you take an airport, seaport or base.
- Persistent Save\Load message sent when the process is finished, and not when strated. That will help players to know if everything is ok.
- Removed some plane spawning bugs in central airport + rare cases in roadblocks.
- AAF Garrison on cities now depend on FIA support too, as it is a "hot city" and the reinforced the place.
- On SP respawn, you will loose a 10% of your HR and Money pool.
- Now purchased statics will get deleted when destroyed.
- Small counterattacks now depend also of having radio coverage on the target zone.
- Purchased statics get lost if thet are protecting a zone and the zone is conquered by AAF.
- As the new changes make the game start MUCH harder, a small bonus on HR and money every tax has been implemented.
- Vehicle selling prices updated to the new vehicle cost of old updates.

Update: Apr 13, 2015 @ 2:59pm

14/04/15 0.10.0 Alpha
- Bugfixed integration between Marksman DLC and new group types costs.
- Integrated Marksman DLC items and weapons with AAF ammoboxes, ammotrucks etc.. NATO weapons in proper ammoboxes too.
- Doubled the rate on which FIA AI raise skill upon killing enemies (yes that feature existed since the begining).
- Better integration between AI Control and revive system (player will return control on his unit if the AI controlled gets damaged)
- Drastically reduced AAF vehicle cost table, as an andvanced player couldnt even see a single tank in all the mission.
- Small Outposts no longer marked in the map.
- Civilian parked vehicles should appear in more and more spread positions.
- A notification will appear on screen once a counterattack destination is known (when CSAT participates).
- NEW FEATURE: Now having ownership of Radio Towers has a use. They give players a chance of knowing (marking on map) enemy positions, the more towers you own, the highest chance. This will be made automatically.
- NEW FEATURE: Now sometimes CSAT will decide to punish rebel towns, exterminating the civilians in there. Loose the mission and the city will be considerated "destroyed" which means it's income will be very reduced.
- Destroyed cities spawn much less civilians and vehicles.
- Reverted timing for counterattack changed in 0.9.3.
- AI manned static weapons will get automatically reloaded after some time.
- Income from cities is affected from penalties, such as having power supply, city ownership or city destroyed.
- AAF now is affected to income penalties on cities.
- Reworked carpet bombing scripts to be much more effective.
- NATO paradrops now perform in safe positions.
- Dead civilians due to artillery fire, car explodings etc.. now affect people's war sickness (less support for all the sides).
- Winning/Loosing CAs will affect score for players in MP.
- Destroyed cities will look... destroyed upon persistent load.
- Added a big AAF Outpost near the southern peninsula. WARNING: If you Persistent Load the zone will be marked as AAF and will belong to FIA. May cause strange counterattacks and other things.
- Now you cant Fast Travel without a driver in your vehicles or the vehicles cannot move because of damage.
- Heavily reduced HR income as HR is not a problem after 30 minutes playing.

Update: Apr 12, 2015 @ 1:45am

Hotfix over previous version:

- Fixed black screen when player fast travel.

Update: Apr 11, 2015 @ 3:58pm

12/04/15 0.9.4 Alpha
- Eliminated restrictions of group composition to Fast Travel.
- Player cannot Fast Travel to roadblocks and watchposts.
- Now Commander can use Fast Travel with HC groups. Just select one and click on the desired location. Conditions for fast travel apply the same.
- Bugfixed the Persistent Save in MP (the one corrected in 0.9.1 for SP I forgot to do it on MP)

Update: Apr 10, 2015 @ 5:35am

10/04/15 0.9.3 Alpha
- Corrected small despawning bug on some stolen civ vehicles.
- Logistics missions a bit harder. Truck must hold in the city for two minutes and AAF will call some troops.
- Bank Robbery missions will have a troop call too.
- Now a small patrol will be called when a zone is conquered.
- FIA soldiers equiped with "normal" assault weapons (no GL, no snipers, no MG, no squad leaders) depend on how much of this weapons you have in your ammocrate. This time they have the "chance" of having cheap submachineguns.
- HR income halved on cities which not belong to FIA.
- Nearest city from HQ will have a small amount of FIA support as "influence" (not when you rest in campfire)
- AAF needs more time to perform a counterattack now, as they were still extremely frequent.
- Removed useless SMG and small assault rifles from NATO weapons, so ammodrops will be more useful.

Update: Apr 8, 2015 @ 5:26pm

09/04/15 0.9.2 Alpha
- Raised a bit aiming skill in FIA marksman to make them a bit more effective.
- Now Marksman and AT FIA soldiers have a chance of having better weapons (sniper rifles and Titan launchers) depending on quantity of those in HQ ammobox, same way than NVGoogles were working. Another reason to collect them.
- Rifleman can have a titan AA in the same situation, with just one round.
- Adding skill to AI now reports the current level (up to 20)
- Cost for recruiting units now depends on skill level (up to 3x) Only applies to infantry units (no MG Offroad, mortars etc..).
- Corrected small bug on naming places regarding factories and resources.
- Optimised and reduced in number a bit (around 80 to around 50) the roadblock creation on game init. This will reduce drastically server init on MP.
- FIA roadblocks and watchposts were not spawning upon persistent load. Corrected.
- In order to save your vehicles in persistent save now vehicles MUST be empty.

Update: Apr 7, 2015 @ 5:23pm

07/04/15 0.9.1 Alpha
- Corrected small bug on conquest missions which required to be far away to complete the mission.
- Also corrected conquest mission assignation on already taken roadblocks.
- Flags will require to clear the zone in order to take them again.
- Kill the Traitor missions now have a marker on the proper house, but will give less time to finish.
- Y key no longer works while unconscious in SP.
- Small bug in FIA outposts flag corrected.
- Hopefully the last bugfix on persistent load and roadblocks.
- Players can now know the destination of a Counterattack if CSAT participates, as arty fire + CAS is good enough info of where are they planning the attack.
- Fixed bug in convoy missions which made them impossible to locate the objective and finish them.

Update: Apr 6, 2015 @ 4:31pm

07/04/15 0.9.0 Alpha
- Refined Rodablock system generally, specially regarding persistent save.
- Roadblock ownership now updates upon city revolt.
- Corrected error on NATO troops not published across network.
- Lower HR gain on prisoner/refugees missions when accomplished.
- Tweaked a bit AAF skill to make them a bit harder to beat.
- Reworked bank robbery missions. Crate is no longer needed. The truck must be closer than 7mts to the building main entrance and stay there for 2 minutes.

Update: Apr 5, 2015 @ 4:38pm

06/04/15 0.8.11 Alpha HOTFIX
- Fixed spawning roadblock bug.
- Time to spawn civs and vehicles in cities has been shortened as in big cities with small spawn distances was common to see things spawning.