Arma 3
KP Liberation Takistan
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Update: Jun 19, 2017 @ 7:29am

* Added: Some small aesthetic things for the buildlist
* Added: Transport configs for the unarmed Blackfish variants (can hold 5 crates). Thanks to [Applejakerie](https://github.com/Applejakerie)
* Tweaked: Production dialog list entries are now color coded depending on the actual production
* Tweaked: Small changes in the save_manager.sqf concerning object placement
* Tweaked: Raised the default production interval a little bit
* Tweaked: Updated ACE serverside settings
* Fixed: UAVs counted to heli / plane count concerning used slots
* Fixed: SDV was missing in the boats array to be able to place it on water
* Fixed: H-Barrier classname changed from the protected to the public one

Update: Jun 11, 2017 @ 10:35pm

* Added: Action to stack and sort resources in storage areas
* Updated: Italian localization. Thanks to [k4s0](https://github.com/k4s0)
* Updated: German localization. (umlauts)
* Tweaked: Statics can now be placed inside buildings
* Tweaked: Recycle of objects which won't give any resources is now always possible
* Tweaked: Debug messages
* Tweaked: Added the blackfish to all presets, as it was already listed to be unlockable
* Tweaked: Again a small change at the placement of objects from the savegame
* Fixed: Error in production dialog due to wrong global variable
* Fixed: Last two supply_vehicle elements weren't shown in the build menu

Update: Jun 3, 2017 @ 4:21pm

* Added: Action to push resource crates
* Added: More transport configs for various vehicles. Thanks to [ChiefOwens](https://github.com/ChiefOwens)
* Added: Some more vehicles from RHS to the presets
* Added: More buildable lights for the FOB. Thanks to [Reckulation](https://www.killahpotatoes.de/index.php?user/130-reckulation/)
* Added: [A devkit mission.sqm](https://github.com/Wyqer/kp_liberation/wiki/EN:Devkit) for people who want to port Liberation to other maps
* Added: [GitHub Wiki](https://github.com/Wyqer/kp_liberation/wiki) (will be expanded step by step in the future)
* Removed: Some clutter of the custom enemy bases on each map. Could maybe increase performance a little bit
* Tweaked: Starting times of the maps were not equal
* Tweaked: Syncing times for production when resources are stored or unstored in sector storages
* Tweaked: Moved ACE compatibility and Debug setting from `kp_liberation_config.sqf` to parameters
* Fixed: SDV and armed boat recycle caused a script error
* Fixed: AI Squads weren't saved
* Fixed: Start vehicles were spawning with items in the inventory
* Fixed: Sometimes you couldn't slingload crates which were unloaded from a storage

Update: May 28, 2017 @ 7:21am

* Added: Boats at the stern of the Freedom for amphibious insertion
* Added: Transport configs for guerilla offroad and van
* Added: Mission parameter to choose between arsenal with no restrictions at all or using the defined preset from `kp_liberation_config.sqf` (no restriction not recommended)
* Added: Al Rayak missionfile
* Updated: Italian localization. Thanks to [k4s0](https://github.com/k4s0)
* Updated: Russian localization. Thanks to [_KOC_](mailto:Constantin.rogozin@ya.ru)
* Tweaked: Syncing between server and clients after building a sector storage
* Tweaked: Debug info output for sector production and logistic management
* Tweaked: Small things on each mission.sqm. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Tweaked: Factories will directly start producing supplies, as soon as a storage area is built
* Tweaked: General syncing of production and logistic data between client and server
* Tweaked: Resource amount is now also being displayed in the production dialog, not only crates count
* Tweaked: Production menu is now also available if near a production sector
* Tweaked: Checking the content of a crate now also checks if `ropeAttachEnabled` is true and set it to true if not
* Tweaked: Improved logistics algorithm concerning behaviour of loading resources
* Tweaked: Removed unarmed vehicles from sector defender vehicles. They are still transports for battlegroups
* Fixed: Hostile map markers on Sahrani had a little offset from the map grid
* Fixed: No intelobjects spawned at military bases
* Fixed: Missing vehicles because of classname changes due to the ArmA 3 update. Thanks to [madpat3](https://github.com/madpat3) for an overview of all changes
* Fixed: Production menu showed timer even if nothing is produced
* Fixed: Production timer displayed as float if using a resource multiplier
* Fixed: Sahrani mission name wasn't displayed in the server browser, even after mission start
* Fixed: FOB Box won't respawn if fallen into the water
* Fixed: It was possible to create a logistic mission without defining a A or B destination
* Fixed: Logistic dialog didn't update when buying or selling a truck
* Fixed: Error in serverlog concerning loading control CaptureFrames BLUFOR and OPFOR
* Fixed: Boat recycle caused a script error
* Fixed: Exploit of build menu if UI was set to show global resources
* Fixed: Build menu reloads constantly

Update: May 21, 2017 @ 3:38pm

* Added: New resource system
* Added: Italian localization. Thanks to [k4s0](https://github.com/k4s0)
* Added: Action to change alignment (up or terrain aligned) during placement of buildings
* Added: Action to reassign the commander to the zeus module (only shows if the commander has no access to zeus)
* Added: Paradrop of a resource package when first FOB is built
* Added: Action to switch between displaying global or local FOB resources
* Added: Air vehicle slot system (need a Flight Control to build helipads, hangars and air vehicles)
* Added: Blacklist / Whitelist filtering for saved loadouts
* Added: Recycling of enemy vehicles
* Added: Recycle value now depends on vehicle damage, remaining ammo and fuel
* Added: Production system for factories and cities (not capitals). Accessable for the commander if near a FOB
* Added: Ability to build storage areas at sectors, where produced resources will be stored
* Added: Ability to unlock resource facilities in cities, so you can produce that resource there
* Added: RHS transport configs. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Added: Civilian transport configs. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Added: Optional logistics module for smaller groups to enable a automatic logistics system for the commander
* Added: Mission parameter to enable or disable the logistics system
* Added: [3cb BAF](https://3cbmod.wordpress.com) unit and arsenal preset. Thanks to [ChiefOwens](https://github.com/ChiefOwens)
* Added: DLC Jets to most presets
* Added: Sahrani missionfile. Thanks to [Applejakerie](https://github.com/Applejakerie) for helping with OPFOR Points
* Added: Debug messages for the server.rpt. Default disabled and can be enabled in the `kp_liberation_config.sqf`
* Removed: Resource caps system
* Removed: Old vanilla unit preset (custom.sqf already provides a vanilla setting)
* Removed: Passive Income (due to new resource system)
* Removed: Ammo Bounties (due to new resource system)
* Removed: Civilian Penalties (due to new resource system)
* Removed: Overwrite functionality for `classnames.sqf`, as it is no longer needed due to the preset system
* Removed: `gameplay_constants.sqf`
* Removed: Crate spawn at military bases
* Removed: Chimera Base on maps with a suitable amount of ocean for supporting the Freedom
* Merged: `gameplay_constants.sqf` settings into `kp_liberation_config.sqf` and added descriptions to the variables
* Updated: Spanish localization. Thanks to [regiregi22](https://github.com/regiregi22)
* Updated: English InGame Tutorial text with the latest informations for resource, production and logistic system. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Replaced: Manpower icon with supplies icon. Thanks to [jus61](https://github.com/jus61)
* Replaced: Every deprecated BIS_fnc_MP with remoteExec
* Replaced: ATLAS LHD with USS Freedom. Thanks to [Applejakerie](https://github.com/Applejakerie) for the immersive clutter on the carrier
* Tweaked: Arsenal blacklist filtering. Thanks to [veteran29](https://github.com/veteran29)
* Tweaked: Initialization of the arsenal, which should increase the performance for blacklist using
* Tweaked: Save manager -> helicopters from the Freedom or Chimera won't be saved, as they spawn on every mission start/load
* Tweaked: Name for savegame namespace -> adapts automaticly to worldName
* Tweaked: Revive settings: BI Revive is enabled by default. Disable it, when you use ACE
* Tweaked: Config, as some apex classnames were missing. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Tweaked: If attacking a sector, a random amount of crates with random resources will spawn once.
* Tweaked: Better comments in the unit preset files. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Tweaked: Vehicles with dead crew can now be recycled
* Tweaked: Altis mission.sqm. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Tweaked: Chimera bases on Takistan and Taunus. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Tweaked: Enemy infantry units will now spawn in initial safe state instead of be directly aware
* Tweaked: Chimera / Carrier spawn markers. Removed any dependency, using only invisible grasscutter objects. Makes porting etc. much easier
* Fixed: UAV unconnectable after player death. Thanks to [veteran29](https://github.com/veteran29)
* Fixed: Missing batteries with Apex laser designators. Thanks to [veteran29](https://github.com/veteran29)
* Fixed: Enemy weapon dance. Thanks to [k4s0](https://github.com/k4s0)
* Fixed: Non vanilla paratroopers don't have a parachute
* Fixed: Enemy jets sometimes spawn on the ground instead flying
* Fixed: ACE medical crate was empty and couldn't be recycled
* Fixed: Slingloading while transport crates inside a helicopter causes the helicopter to slingload the loaded crates inside
* Fixed: Some buildable paratroopers from some presets don't had a parachute

Update: Mar 20, 2017 @ 12:52am

Fixed custom flag texture not applied after savegame load
Fixed Mapmarker disable won't work

Update: Mar 16, 2017 @ 10:10am

Update: Mar 7, 2017 @ 3:33am