Arma 3
Vindicta (Alpha-Old)
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Update: 11 Mar, 2020 @ 6:48am

# Fixes
- Taking vehicles back to your camp will no longer reveal it to the enemy, if you have been unobserved for at least 60 seconds
- Info will not be shown on locations it is not valid for (e.g. build progress on a roadblock)
- Commander even more considerate of losses

# Improvements
- Camp radius extended to 100m

Update: 8 Mar, 2020 @ 2:13pm

# Fixes
- Player inventory clearing bug should be gone (thanks xXcarlos117Xx2)
- Camp creation cost not matching UI

# Improvements
- Build UI placement accuracy and sync speed
- AI commander consideration of historic losses in an area when deciding whether to attack

# Notes
If you are running a save from before 0.35 then you will have noticed locations all became deconstructed.
If you want to change this then we added debug menu options to change build progress in the current location.
To enable the debug menu run `call pr0_fnc_initDebugMenu` on your client (you will need admin for dedicated server), then press Ctrl + Delete to open it and use the +25% construction option.
On new campaigns you will experience the intended behavior: empty locations are deconstructed, occupied ones are partially constructed.

Update: 7 Mar, 2020 @ 6:04am

Notes:
- This change introduces a limit of 5 saves max. It won't remove any existing saves, but won't allow new ones while you have more than 4. This will ensure players don't hit problems with exceptionally long server startup times.
- On old saves outposts you captured from enemy will be deconstructed (all preexisting buildings you didn't place yourself will disappear).
- Join our discord if you want to communicate with us, we do not read the steam workshop comments.

# Features
- Convoys: building supplies, weapons, medical supplies, explosives
- Player AI groups: use action menu or ACE interactions to add AI to your group
- Location construction: enemy will construct their locations over time

# Improvements
- Intel UI: independent filtering between map and list
- Build UI: deconstruct objects for some resources
- Build UI: delete empty crates
- Build UI: more items
- More notifications
- Enemy commander will consider historic losses when deciding if an area is worth attacking

# Maps
- Malden by Marvis

# Factions
- HIDF faction by Sebastian
- Various tweaks and improvements by Sebastian and MatrikSky

# Tweaks
- Location capture should be more reliable
- Build prices
- Build resource loot
- External reinforcement rate
- Removed "This area is being watched! Stay on the road!" hint from Undercover
- Progress vs enemy armor

# Fixes
- Teleporting garrisons
- Intel visibility for undercover players
- Captured location lost immediately
- Dismount/remounting drivers
- Arsenal to inventory free space incorrect
- Ace interactions with enemy
- More robust allocation of units to enemy actions
- Camp won't be abandoned if garrison is given an order, cargo and statics will be left behind

Update: 10 Feb, 2020 @ 4:16am

This is the first update using our automated release system. If there are any glitches please report them, and then bear with us until we can patch them!

We intend for existing saves to be compatible, however you may still run into problems, particularly if you are using non default factions (the templates have changed for some of them). Please report them and we can attempt to fix the save upgrade code.

For the most stable experience it is recommended to start a new campaign.

# Features
- Vehicles will auto attach to garrisons
- Vehicle and box contents will be saved
- Player position and load-out will be saved
- Merge arsenals -- just use "Inventory to Arsenal" on another Arsenal
- Officers -- enemy requires an officer at a location to send an attack from it
- Player will get reminders about known enemy actions shortly before they start
- ACRE Support

# Improvements
- Notification system refined
- Arrests will turn into shootings if you resist
- Glitching out of being arrested now briefly removes undercover state
- Vehicles become compromised for 10 minutes if you are spotted while not undercover
- Civilian bombers are controllable, and better at deciding on targets
- Save/load speed improved
- Campaign progress displayed -- it is a measure of total instability
- More location information displayed
- Many UI improvements
- Police response improved -- they will come directly to the police station

# Factions
- WW2 factions by MatrikSky -- mod collection: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1980236949
- LDF NATO 2017 Factions by Straker27
- CUP TKA by MacTheGoon -- requires CUP Vehicles, Units and Weapons
- AAF 2010 by Sebastian
- AAF 2020 by Sebastian

# Tweaks
- Instability rate changes more slowly
- Arsenal defaults tweaked
- Armor doesn't appear until part way through campaign
- Spawned loot tweaked
- Recruitment rate tweaked -- garrisoned towns recruit 50% more quickly

# Fixes
- Many thread crash issues fixed
- Enemy will attempt to retake liberated towns
- No more arrests through walls
- Some arrest exploits fixed

Update: 28 Jan, 2020 @ 1:29pm

- Fixed: Error which results in wrong location name to be shown

Update: 27 Jan, 2020 @ 5:12pm

# 0.28
- Fixed: Crashes caused by civilian saboteur scripts
- Fixed: 'Any' shown instead of location name
- Fixed: Wrong default backpacks in arsenal
- Fixed: Fixed wrong values of civilian instability and recruit count

Update: 26 Jan, 2020 @ 6:10pm

# 0.27
- Added: Improved interactions with civilian saboteurs
- Added: Ctrl and shift serve as x5, x10 and x100 modifier keys for Arsenal
- Added: 'External inventory to arsenal' action will also merge arsenals
- Added: Added more buildable objects to Build UI
- Added: Added basic backpacks and basic facewear to Arsenal
- Added: On critical error the mission will create a crash dump of the object which caused error
- Changed: improved police counterattack behavior
- Changed: Arsenal transfer range increased to 20 meters
- Changed: Changed calculations for city instability
- Fixed: critical crash due to a missing include for UNDERCOVER_MONITOR

Update: 21 Jan, 2020 @ 3:34pm

# 0.26
- Added: Scenario will actively check crashed scripts, on critical error it will perform an emergency save and prompt to restart
- Changed: Amount of guns per car/box was reduced by 50%
- Changed: Build resources removed from patrol/convoy/reinforcement vehicles found outside of bases/outposts
- Changed: At campaign start enemies will no longer have armored tanks, APCs, IFVs, MRAPs with weapons. Note that enemies will still bring such vehicles as the campaign progresses anyway as usual.

Update: 20 Jan, 2020 @ 2:13pm

- Fixed: virtual route script crash
- Fixed: respawn: after some time game might start complaining about lack of respawn_default marker, even though first respawn was successful
- Fixed: respawn: after some time respawn at the default respawn point might become disabled
- Fixed: respawn: sometimes the mission spawns AI into player's squad in singleplayer when player dies

Update: 18 Jan, 2020 @ 9:18pm

# 0.24
- Added: new respawn screen to replace the BI respawn screen
- Added: singleplayer support (possible with the new respawn screen)
- Added: flashlights attachments to default handguns when you respawn so that you are not lost at night
- Added: city revolt state is now shown in intel panel
- Added: more loadouts for RHS 2017 and RHS-LDF factions
- Fixed: U-menu not showing up in some cases
- Fixed: magazines for some weapons were missing in enemy ammo boxes
- Fixed: built objects were not movable after game was loaded
- Fixed: server keys are not broken now, temporary. Can get broken again in next releases until we make a new build script.
- Tweaked: position and rotation of objects built with the build menu is synchronized better now for clients