Arma 3
Overthrow WW2 (SP/COOP20)
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Update: 19 Dec, 2020 @ 10:28am

1.3.7.1
Hotfixes for the latest economic update

Update: 17 Dec, 2020 @ 4:29pm

Update: 17 Dec, 2020 @ 2:26pm

1.3.7
- Economy rework: now you have to pay to garrison units.The amount of your income is reduced by the amount of garrison payment.
If resistance have large debts, garrison units could leave your bases and return to their hometowns, leaving their equipment in a warehouse.
- Towns no more have a passive income, it depends only on its population.
- Fixed GrWr34's didn't participate in FFE barrages
- Fixed numerous reinforcements could come to one position
- Added a workaround for Pz2F could flip after getting into it
- Fixed an issue with disconnect handler script, that could come to not saved recruits.

Update: 16 Dec, 2020 @ 11:35am

1.3.6.2
- Fixed an error in money script
- Garrison units now need to be paid (in testing, currently has no any negative effects on them)
- Increased amount of ammo available at agents

Update: 16 Dec, 2020 @ 4:31am

Update: 15 Dec, 2020 @ 10:40am

1.3.6.1
- Fixed comm towers garrisons, enabled dynamic simulations for it
- Fixed starting ammo box could explode

Update: 15 Dec, 2020 @ 2:35am

1.3.6
- Fixed numerous Dual Arms actions spawning after players death
- Fixed german reinforcements coudl come in a resistance controlled locations
- Fixed recruits could disappear if the player disconnects before the saving
- Added failsafe script to remove crashed planed on a german runway
- Fixed items doubling when taking backpacks from a warehouse (an old OT bug)
- Added support for Burn'em mod, added flamethrowers to german stormtroops
- Recruits save overhaul, player's recruits now correctly removed after disconnects
- ACE defusal kit added to locals (it will be available after liberating a town)
- Tank support missions now has delays between them and more stable
- Germans no longer count their lost vehicles as a threat
- German artillery no longer can be called if there are any allied troops near the target position
- German FOBs are now constructing faster
- Added ambient ships
- On recruiting you can now see the town where the recruit comes from
- Recruis now correctly take the occupied seats in their vehicles after load
- More precise algorithm to detect dark times of a day
- You can prioritize the order to check buildings while searching for static weapons by standing near to a static weapon you want to add the crew to.
I.e, you have two guard towers, one with crewed searchlight, one decrewed. By standing near to decrewed one, the garrison script will crew it first.

Update: 12 Dec, 2020 @ 5:56am

Update: 12 Dec, 2020 @ 3:21am

1.3.5
- Fixed player's body despawn
- Fixed bicycles had an engine script enabled
- Fixed an error in bombers script
- Facion agents will not generate new jobs on reaching 100% rep
- Flashlight power increased

Update: 11 Dec, 2020 @ 12:51pm

1.3.4
- Disabled "Unload ammo" and "Load ammo" actions for static MGs
- Fixed missed icon for M1895 with Bramit suppressor
- Fixed owned vehicle didn't saved when german engineers mission was active
- New spawned vehicles now can't have less than 20% of engine resource