Arma 3
Overthrow WW2 (SP/COOP20)
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Update: 3 Jan, 2021 @ 11:29am

1.5.1.0
- Fixed an issue when a battle could be started right after the game load, if the game has been saved during a battle initiation period
- Fixed disconnected players could loose their loadouts
- Improved heasless client scripts (also a workaround for A3 issue then units loose their equipment on transfer)

Update: 30 Dec, 2020 @ 7:32am

1.5.0
- Core update: spawner system rework, further optimization
- Fixed game lagging at opening Garrison menu
- Once loaded or recruited, garrison units now take cover
- Added an artillery nest to buildable walls

NB: Due to the saving system rework, some of your town militias could change their loadout to the standard one.

Update: 29 Dec, 2020 @ 5:30am

1.4.2
- Luftwaffe units with FG-42 now may come equipped with ZF4 optic sights
- Added a medic and a sniper to Luftwaffe teams
- Fixed counter attacks, german units now correctly spawns at captured bases
- More variety to Sdkfz251 skins
- If you can intercept german radio messages, you may now be warned about upcoming attacks

Update: 27 Dec, 2020 @ 8:40am

1.4.1.0
- Adapted Dual Arms has been tested and moved to the main fodler
- Costs balanced, producing ammo now doesn't consume steel, only explosives
- German supply boxes now correctly saves after opening by players
- Fixed lamps and loudspeakers didn't save
- Fixed generators and radars could be doubled on loading
- Pz2 and T-60 now loads AP rounds by default

Update: 26 Dec, 2020 @ 12:55am

Update: 25 Dec, 2020 @ 1:50pm

1.4.0.0
- Added support for Real Panzers mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1177484010 and https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=839956406
- Most of CPU-hungry arrays checks were rewritten for using dictionaries - so the Dictionary mod is in dependencies now
- Now you can build warehouses at FOBs
- Revealing algorithm reworked
- Old empty ammoboxes, left in abandoned towns, now automatically removed
- Workaround for player's body could be lost in a destroyed vehicle - now the scrip recreates the body with the same laodout nearby to the vehicle
- If gendarm reinforcements would be attacked, then more serious reinforcements will arrive
- FT to the british agent no longer teleports your vehicle near the german base, but near the pierce, where you can find a boat. Added another boat near the south peninsula.
- Workaround for Pz2's, which are liked to flip
- Added some weapons to Dual Arms config - like Sten Mk.II SD
- Fixed checkpoint could "resurrect" due to the error in calculating living members
- Sniper Mosin and De Lisle added to agents for selling
- Garrison vehicle lists rebalanced
- Driving over germans now correctly triggers them :)
- Many other fixes

Update: 22 Dec, 2020 @ 7:34am

1.3.8.2
- Decreased spotting ability for recon planes, now they shouldn't spot camouflaged units
- Fixed an abnormal level of resource consumption for vehicles
- Some fixes for recruits and buildings save system

Update: 21 Dec, 2020 @ 10:32am

1.3.8.1

Update: 21 Dec, 2020 @ 5:44am

1.3.8.0
- Fixed player's body could disappear if it was in a vehicle
- Fixed planes didn't go home at low fuel/ammo
- GEIST MP-40 and CSA38 MP-38 added to Dual Arms config
- Disabled actions for Dual Arms, use UserAction16 instead in order to switch weapons
- Fixed Attach/Detach actions for guns
- Replaced german binoculars with the standard one
- Fixed error in a load script that could lead to items doubling
- Decreased condition tresholds for some of german missions, so you can see tanks more frequently
- German armoured groups now defuses mines, if the first vehicle has been exploded on it
- You get a small rep boos for all agents by capturing objectives

Update: 20 Dec, 2020 @ 3:41am

1.3.7.2