Arma 3
A3 - Antistasi Altis
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Update: Apr 5, 2015 @ 3:42pm

06/04/15 0.8.10 Alpha
- Vehicles are sellable now even when dead soldiers inside. Only limitation is not having a player in its crew.
- Punishment system only applies to MP games.
- Corrected big bug with persistent save.

Update: Mar 30, 2015 @ 5:13pm

31/03/15 0.8.9 Alpha
- Deleted small roadblock marker in SW part.
- Conquest missions finishing was bugged when it was a roadblock due to new changes. Corrected.
- Roadblock conquering now depends on side of the closest zone, as it was causing frequent and absurd squirmishes between friendly spawned forces and spawned roadblocks.
- Persistent Savegame vehicles content stored in ammobox.
- Persistent Loadgame vehicles content is deleted to avoid exploits.
- Players backpack is saved upon Persistent Save and disconnection.
- AI team mates delted upon disconnection now add hr points properly.

Update: Mar 30, 2015 @ 2:35pm

30/03/15 0.8.8 Alpha
- Max amount of special vehicles for AAF now depends on owned AAF zones.
- Roadpatrols are now dynamic, not map positioned. Each game (game restart + persistent load too) will place those on different positions.
- Roadpatrols now are "unconquerable", you must take the nearest airport or base in order to eliminate it. You can kill the garrison to have bonuses anyways, and AAF will need some time to re establish them.
- Increased the number of roadblocks from 22 to a theoretical 80 (no fix number as now they are dynamic).
- No marker on map will appear for roadblocks and small outposts.
- Corrected bug on airport spawning in early stages of the game.
- Human players now cannot recruit AI if they are not group leaders.
- AAF resources not capped when resting in campfire.
- Game params such as spawn distance, fps limit and civilian percentage now included in persistent save system.
- Civilian and civ parked vehicles spawning number now depend on daytime.
- No civs spawned in resources and factories in nightime.
- Starting time is now random.
- Added a nice vehicle cleanser when vehicles spawn and explode (spawning in wrong place) so players wont see the smoke. Not applies to mission vehicles, only for zone ones.

Update: Mar 28, 2015 @ 12:33pm

28/03/15 0.8.7 Alpha
- Spawn Distance can be changed in the HQ Options (Commander Only) up to 2500 meters, no less than 1000 meters. Tested under SP max settings will loose around 10 FPS. MP environment may have networking issues so use carefully!!!
- QuadBikes are now considered "civilian" for Undercover operations.
- No dynamic missions if you are moving your HQ.
- Rescue / Evac prisoners now accept new HQ positions if you moved your HQ while the mission was in progress.
- Stavros references in briefing removes (God bless him, now it's COMMANDER)
- Roads are ALIVE: Now civilians like to pick their cars and do their life traveling to another cities, populating the roads too.
- Added some lines in the briefing.

Update: Mar 26, 2015 @ 5:08pm

26/03/15 0.8.6 Alpha
- Bugfix on AAF resources spending system.
- MAJOR CHANGE: Now AAF starts the mission with zero assets, which means the CAs etc.. will be with basic vehicles, also for air assaults. As game progress, AAF will be able to buy planes, tanks, APCs etc..). This will make easier beginings and more sensation of game progress.
- Bugfix in combined CA which made no real CA spawn in the base near Kavala.
- Bugfix on Steal Ammo mission which made sometimes the truck not to spawn and the mission impossible to finish.

Update: Mar 22, 2015 @ 10:00am

02/03/15 0.8.5 Alpha
- Recruited squads no longer appear near the player. They now spawn in HQ. Enemy near checking is also HQ related.
- Selling vehicles should be less buggy now.
- Lower distance for airport attack from AAF.
- Increased radius of possible destinations in road patrols,as they were extremely common.
- Small fixes on some vehicle positioning.

Update: Mar 1, 2015 @ 1:04am

HOTFIX:


- Artillery/CAS modules not synchronizing correctly in MP

Update: Mar 1, 2015 @ 12:02am

01/03/15 0.8.4 Alpha
- Fixed issue which made SP game not working properly.

Update: Feb 27, 2015 @ 6:26am

27/02/15 0.8.3 Alpha
- Corrected bug: NATO Ammoboxes with AAF ammo.
- AAF will loose much more CSAT points or pay much more money to have CSAT support.
- Spawning on zones under attack will be prevemtive instead of on distance, for both AAF and NATO attacks, to make them more consistent.
- Which means you may order a NATO attack wherever you want.
- Added farooq revive (slightly modified) ONLY FOR PLAYERS IN MP, AI and SP will still use BTC
- Improved Petros death check and revive so mission does not end when Petros is killed by a troll or by player accident.
- TK and hurt Petros punish system established. The more times you do bad things, the more time you will have to wait till be able to do anything.
- Halved the score needed to rank up.
- The player who takes a flag raises a bit his score.
- Reworked "Check City Support", now "Map Info" and now gives a lot of info from all the zones. Uglier, but more useful.

Update: Feb 25, 2015 @ 6:07am

25/02/15 0.8.2 Alpha
- Added two NATO options: CAS and Arty Support. For 1000 € and 10 NATO poitns. Type of vehicle support depend on current NATO Status.
- Easier despawning conditions for automatic reinforcements (if they get stuck in base, they stay there forever)
- No cents calculated on Tax income.
- Y Key was not activated on JIP players, solved. If not, reactivate it in "Game Options"
- Minefield building time was only 6 seconds, now its 600.
- Tweaked NATO carpet bombing as sometimes it was extremely useless...
- Restored loosing command and player score upon respawn.
- Switch commander menu on init will now force the player to select an option.