Arma 3
Antistasi - Warlords of the Pacific
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Update: May 2, 2017 @ 3:54pm

0.6 03/05/2017 ALPHA
- NEW FEATURE: SDK Cities are now garrisoneable, NATO will attack them. This will add an uncommon theatre of war in Antistasi.
- IMPORTANT: As this is an Alpha I decided to "free" the mission to any open coop server, in its current state of development mission is playable and I don't have all the time I need to work on it.
- No idle for airports when they send a QRF.
- Raised a lot money gain in SP on each kill in early stages.
- Bonused SP Deliver the Truck influence in early stages.
- Corrected bug spawning NATO arty on major attacks.
- CSAT wont send supply convoys to cities.
- Increased skill on Gendarmes and FIA

Update: Sep 26, 2016 @ 4:05am

0.5.1 26/09/2016 BETA
- Tweaked Arsenal: Now requirements are constant, not affected by factories.
- Added a message on mission init so newcomers have an introduction to the persistent save system.
- Added some delay to the prisoner rescued count in case player comes back to HQ with Fast Travel
- Corrected small bug on convoy missions.
- Added all possible vanilla backpacks, vests, optics etc.
- If selected weapon to add to militia is the default one, then no weapon replacement procedure is done.
- AI will use suppresive fire when doing retreating maneuvres.
- Reduced enemy required distance to make AI surrender.
- Corrected lots of issues with JIP and mousewheel actions.
- Major land attacks will have the units more coordinated.
- Y key re enabled on init.
- More tweaks on revive. Unconscious units won't die because of small damage while unconscious.
- Tweaked skillsets for AI squad leaders.
- Tweaked spotting skills for AI during night.
- Logistic Missions Ammotrucks no longer spawn in small roads.
- Tweaked and improved undercover for AI.
- Corrected aggro gains when cities change sides.
- Removing a Watchpost wont refund a roadblock.
- Convoys behave much better (not thanks to BIS latest update)
- Optimised ammobox loadouts to spawn only locked assets and more weapon numbers.

Update: Sep 18, 2016 @ 2:01pm

0.5 18/09/2016 BETA
- NEW FEATURE: Tiered missions. As you progress in game some missions will require a contact in some city which will provide relevant info. Tier 2 missions will be harder and with some additional difficulties. Bonuses and penalties will be higher too. Those informants are treacherous, they may report you too...

Update: Sep 17, 2016 @ 6:11pm

0.4.6 18/09/2016 BETA
- Added markers on HQ placement selection for visual aid.
- Tweaks and bugfixes on revive.
- Heavy increase radius for air assaults.
- AI will target SDK zones from any airport no matter if it's in the same island or not.
- Higher defenses on CSAT Airports.
- SDK Watchpost and roadblocks wont make SpecOps spawn in jungles.
- Taken airports won't be busy for one hour.
- Attacking airports will become busy only after their attack has finished.
- Corrected info markers script.
- Maru's reinforcements will be on foot to avoid issues with Tanoa roads.
- Faster Convoys.

Update: Sep 16, 2016 @ 1:38pm

0.4.5 16/09/2016 BETA
- Attacking AI will be a bit more effective.
- Removed LMG of default unlocked pool, changed by a cheap Sting but compatible with flashlights.
- Removed Altis FIA uniforms on Arsenal.
- Added Gendarmes vests as unlockable in Arsenal.
- SDK AI will have smoke grenades if any of them has been unlocked.
- Gendarmes will have better loadout as long as you progress in game.
- Corrected bug on CSAT punish which collpases the game.
- Redress for some SDK models.
- Mags correctly removed when AI spawns with random rifle.
- Removed all the playable slots in SP
- Made NV use depend on game progress, only specops and squad leaders will have mandatory NV. More flashlights, darker nights, more fun!
- AI will consider hot zone any with relevant enemie zones around

Update: Sep 13, 2016 @ 5:14pm

0.4.4 13/09/2016 BETA
- Optimised AI where to attack procedures. No more 99% chance the target will be the central airport.
- Corrected bug in Outpost garrisons.
- Corrected small bug on rangefinder unlocking.
- Fixed small bug on jungle minefields.
- Garrisons on zones under a major attack won't get saved to avoid exploits.
- Corrected bug on spawning SDK city garrisons.
- Added other types of possible AI squads to spawn.
- Added some texture to the map board.

Update: Sep 12, 2016 @ 4:55pm

0.4.3 13/09/2016 BETA
- Killed a few more suspects of the lockup server bug.

Update: Sep 11, 2016 @ 4:58pm

0.4.2 12/09/2016 BETA
- Removed small bug to remove some mousewheel actions from the player
- Corrected bug on AI attack target scripts.
- Corrected bugs on refugees mission.
- Assassination missions are now in the right distance.
- Map info now shows correct info on influence.
- SDK deaths affect NATO/CSAT aggro.
- Garrisons get right updated when AI takes AI zones.
- Optimised sea spawn points and air land points to get rid of BIS_fnc_findSafePos
- Lesser unlocking requirements.
- Bulletproffed vehicle availability functions.
- Convoys can be FIA now.
- Roadpatrols can be Gendarmes and FIA.
- AI wont spawn with AK12
- AI wont autorearm with basic stuff
- Bulletproofed a bit more undercover for AI.
- More tweaks on revive AI.
- Corrected vehicle availability check procedures.
- Less chance for NATO to build a major attack on airports.

Update: Sep 8, 2016 @ 1:55am

0.4.1 08/09/2016 BETA
- IMPORTANT: REINFORCEMENT CONVOYS. AI will use them to boost their garrison reinforcements when needed.
- Halved auto reinforcements on each tick.
- Evil warlords may sell those supply trucks instead of making the delivery and fail the mission in change of some decent money.
- Our beloved workers are back, careful with mortars!
- Some chance AI rebuilds a resource on each tick.
- Replaced our mean old campfire by a modern camp lamp, which you can turn on and off.
- Lights off when a city or it's nearby RT are destroyed.
- Severe tweak of AI skills, as SDK was supposed to be equal than NATO/CSAT.
- Corrected Interrogate script bug.
- Corrected server init bug which made initialisation 2 minutes longer in MP
- Disabled introshot as it is causing some issues.

Update: Sep 4, 2016 @ 5:34pm

0.4 03/09/2016
- Land vehicles will try to use main roads!!!
- Fixed skill for SDK nor getting saved and loaded.
- Fixed bug on artillery in CSAT pubishments.
- More dense carpet bombing.
- Civilian boats spawn in coastal cities shores. They are undercover vehicles with no zone limits.
- Added Tanoan models to possible spawned civs.
- SpecOps missions out of Outposts.
- Less time to recover planes for AI.
- Hunted some "AAF" here and there.
- AI will attack airports even without planes if their enemy has no AA available.
- Garrison status affects AI where to attack decission making.
- Rescue sidemissions on low NATO Aggro will spawn Gendarmes.
- AI skill adjusted for FIA and Gendarmes.
- Tweaks and bugfixes on revive scripts.
- Ensured a bit more AI carwheels are preserved if not fired by enemies.
- Corrected small bug in conquest roadblock missions.
- Reduced a lot minimum distance to send a Convoy.
- Expanded zone type destination on convoys.
- Added a lot of vehicles to sell.