Arma 3
Antistasi - Warlords of the Pacific
Showing 61-70 of 90 entries
< 1 ... 5  6  7  8  9 >
Update: Jun 16, 2017 @ 12:01pm

0.9.0 16/06/2017 ALPHA
- NEW FEATURE: Real Garrisons Cache. Garrisons are now composed of combinations of types of soldiers and it works on cache mode (you kill an AT man, go to base, go back, that AT man no longer spawns). AI decides dynamically and with real units and vehicles to send reinforcements, if they reach their destination, they are added to the garrison.
- NEW FEATURE: Killzone avoidance. AI will think twice to send reinforcements, QRFs, convoys etc. to some places which may have been proven as killzones.
- NEW FEATURE: Air battles. AI will make use of Jets or any Plane with AA capabilities to fight other Air units.
- IMPORTANT: OLDER SAVES WONT BE COMPATIBLE. YOU WILL HAVE TO RESTART.
- IMPORTANT: PLayers wont be able to capture Airports until SDK reches War Level 3
- Fast Travel in MP allowed in groups of humans. Only leaders will make AI FT, the other humans will FT alone.
- Owning airports will give some bomb run points from time to time.
- Reinforcements Convoy bonuses re enabled. Now they reinforce the garrison with whatever reaches the place.
- Reduced number of default AI troops in resources.
- Corrected issues on patrol spawning.
- Corrected: AI trucks were full no matter FPS in case of major attacks.
- AI trucks were having Getout waypoints in wrong places.
- Corrected bug on squad recruit.
- Corrected bug on major attacks which spawned only arty under certain conditions
- AI will risk to heal players, but only players.
- Corrected heavy bug on changing spawn distance settings.
- RHS: Corrected flashlights on russians.
- RHS: Corrected all arty modules.
- AirStrike planes now make Garrisons spawn.
- Faster attack despawn.
- RHS: Removed remaining vanilla NATO APC
- Corrected several bugs on QRF functions, no QRF was spawning or departing.
- Improved major attacks.
- Improved vectors for paradrop depending on type of vehicle.
- Revive for AI disabled when source damage is other AI faction.
- QRF composition adapted to their objective and whats on the field.
- convoys are snesible to killzones, and none will be a convoy destination.
- No busy bases because they sent an air QRF
- Distances for despawn vehicles are now calculated in 2D mode.
- Removed pilots from airports (they added little ambience, and more lag)
- Corrected carry bug on MP, players couldnt get healed after carried.
- Re-enabled Fastrope and disembarks on airport attacks.
- Less stuck parachuted AIs
- Unconscious units in water die very fast.
- With one HC, AI load will be shared with the server, instead of everything going to the HC.

Update: Jun 7, 2017 @ 3:47pm

0.8.2 08/06/2017 ALPHA
- IMPORTANT: Made the whole spawning process on groups fps dependant. Groups will spawn with a minimum of one unit.
- RHS GREF: Added some default grenades, SMGs and vest. Players lose their vanilla vest on connection.
- TFAR: Default greenfor radio unlocked.
- XLA Fixed Arsenal: Integrated & Recommended
- Re enabled asset move.
- Spawn distances corrected when FPS monitor changes them automatically.
- RHS: Enabled Build Minefield function

Update: Jun 5, 2017 @ 2:55pm

0.8.1 05/06/2017 ALPHA
- Fixed bug on dedi server when buying a civilian truck.
- Spawn distance parameters correctly updated on persistent save.

Update: Jun 4, 2017 @ 12:30pm

0.8 04/06/2017 ALPHA
- NEW FEATURE: Spawning system reworked, AI will spawn AI again under some limited conditions. More reliable, smoother game and more realistic. Under heavy testing, please report if you find any frozen soldier.
- NEW FEATURE: Revive greatly reworked. Carry injured, AI compatible. Less insta kills.
- NEW FEATURE: Revive extended to all the factions.
- NEW FEATURE: Full RHS integration. I recommend the whole USAF,AFRF and GREF set. But all of them are optional. GREF is integrated with weapons and vehicles + FIA side is changed by Chdk units.
- Easier conditions for spawning an enemy convoy.
- Shorter range of attack of each airport.
- Name of the soldier to be revived is shown in the action menu.
- No damage animations for buildings on Pers. Load.
- Bulletproofed a bit garrison variables in order to ensure everything runs well.
- Undercover looters may lose undercover.
- Corrected small bug on QRF scipt related to aisstrikes which caused some QRFs dont work again.
- Corrected small error on convoy success
- Fast Travel will spawn more early the destination zone.
- Supply missions with informer will spawn Vans in proper roads.
- No more CSAT Punish and simultaneous Major Attacks.
- More chances AI call a QRF.
- AI dying becaouse of bleedout time will affect prestige, garrisons etc.
- Raised bonuses and maluses for city support when a CSAT Punish finishes.
- Mortars shouldnt fire at flying units
- Some corrections on AI threat eval procedures
- Corrected small bugs on NV Goggles unlock.
- More carried units on big transport vehicles .

Update: May 22, 2017 @ 3:39pm

0.7.2 11/05/2017 ALPHA
- NEW FEATURE: "I hate the fog" action on HQ lamp. It will remove the fog, that simple.
- Fog checks are back and improved! AI will make decisions depending on fog status on target positions.
- No more need to kill the driver to steal a civilian transport, now a few shots to the vehicle will scare him and make him dismount.
- Tanoaised breifing thanks part to those who helped on this edition.

Update: May 21, 2017 @ 4:54pm

0.7.1 22/05/2017 ALPHA
- Improved garrison system, better, faster, smoother.
- Corrected bugs on ACRE support.
- Corrected a few bugs on AI attacking procedures.
- AI should get less stuck unloading weapons on AutoLoot.

Update: May 11, 2017 @ 1:32pm

0.7.0 11/05/2017 ALPHA
- NEW FEATURE: Major attacks now may consist on several waves, converting them in authentic battles. The number of waves depends on several factors.
- NEW FEATURE: Added ACRE compatibility. Radios are unlocked by default.
- NEW FEATURE: War Level. Represents how much the war is evolved depending on SDK progression. It affects several things. Most of them before this were depending on SDK Skill which made players not upgrade skill to find the game easier. War Level limits a lot of options.
- IMPORTANT: Arsenal weapon unlock will now count total ammount of weapons per category, and unlock a random one from the ammoboxes (the more of the same type, the more chances to unlock that weapon).
- QRFs will be sent even in CSAT vs NATO situations.
- Tweaked a bit handle damage for AI and saved some performance on the helmet removal scripts.
- Corrected bug on air bomb runs.
- AI wont use smoke when fighting AI (NATO vs CSAT).
- Major AI vs AI attacks will spawn nearby defensive territories such as roadblocks etc. More war.
- Civs in vehicles won't go to be supplied.
- Reverted fog decisions: BIt is impossible ATM to know how much fog is in a zone.
- Corrected stone age bug: Heal and Repair could repair destroyed vehicles.
- When AI takes AI airport, some surrounding territory will pass to attackers territory automatically.
- AI won't attack AI territories if they have an enemy airport nearby.
- Tweaked: SDK will know attack destination depending on RT owned. No matter destination's owner.
- Raised a bit chance success on radio detection and made it war level dependant.
- FIA or NATO garrisons will spawn depending on war level + if the zone is hot.
- Weapons looted by POWs go to the ammobox if not unlocked.
- Small QRF waves re enabled again
- Reinforcement groups wont count as refundable on Persistent Save.
- Corrected error on conquering checks upon QRF.
- Small UAVs will despawn properly.
- Corrected bug in add garrison scripts.
- Some nice info about how many items you have in the ammobox for the unlocking count.
- Corrected: Reive telling the player there is no AI to revive when the AI is able to heal but busy. Once it's idle if matches the conditions will try to heal the player.
- Deleting a watchpost wont refund a roadblock
- Increased a lot time required to renceive assets for NATO and CSAT
- NATO big assets wont spawn on early stages.
- AI won't likely attack more airbases if they have still without control big part of their islands.
- Weather and fog persistent saved.
- Airports only spawn available vehicles.
- Corrected heavy bug on AI vehicle availability so it was not working at all.
- Added some control so fog wont reach a totally insane number. Still WiP.
- SDK AT men may spawn with other unlocked launchers.
- More aggressive NATO if they are corenered with one Airport.

Update: May 5, 2017 @ 6:52am

0.6.3 05/05/2017 ALPHA
- NEW FEATURE: Autoloot. If you order Auto Rearm a man inside a vehicle, instead of picking new weapons he will scavenge corpses for weapons and place them in his vehicle until he finds nothing more. After that he will pick his old weapon.
- NEW FEATURE: Fatal Wounds. Wounds in the head can be only healed by medics. Helmets prevent those, until you lose them..
- Increased timing between major attacks.
- Reduced NATO aggro increase on each kill.
- Increased damage tolerance when unconscious so players will find less "insta death" situations.
- Civvies should be impossible to kill by AI running through them.
- Chances of receiving a counter battery action will depend on how static the battery has been.
- No more teleport to unconscious player. If AI due to pathfinding issues does not reach the player, he will be healed anyway.
- Reduced enemy distance check on destination when fastraveling in MP.
- No air attacks, big or small under heavy fog.
- Autorearm for AI now orders them to pick FA Kits and backpacks if needed.
- Corrected AI looting AT rockets when autorearm is on.
- Improved and bugfixed a bit AutoRearm code.
- No sniper groups spawn with dense fog.
- Fog affects Fast Travel enemy distance checks.
- SDK will know after some time where the attack is going if they are targeted.

Update: May 3, 2017 @ 3:14pm

0.6.2 04/05/2017 ALPHA
- Players won't lose Radio on Pers. Load if Radios are unlocked.
- Corrected bug on QRF for CSAT
- AI will allways search for main roads to unload vehicles on attacks.
- No need to destroy the UAV to consider jungles as cleansed of SpecOp patrols.
- Garrisons in cities now spawn correctly.
- Land AI Road patrols will have allways a good road segment as destination.
- Added negative bonuses for time to recover NATO vehicles when they are destroyed.

Update: May 3, 2017 @ 3:08am

0.6.1 03/05/2017 ALPHA
- HOTFIX: SDK Garrisonws were not spawning.
- Civ "patrol" cars won't go allways to city centres.