Arma 3
Overthrow WW2 (SP/COOP20)
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Update: 8 Apr, 2020 @ 5:40am

0.9.2.0
- Fixed game loading
- Added script to filter some problem data in savegames
- Increased stability drop in starting town for capturing it faster
- Added new records to changelog

Update: 6 Apr, 2020 @ 6:57pm

0.9.1.1
- Fixed spawn system for local games
- Optimized spawner code

Update: 5 Apr, 2020 @ 6:50pm

Hotfix 0.9.1.0

- Fixed unflip function for dedicated server
- Fixed bright night function didn't worked for dedicated
- Fixed new static mg not saving in builded towers

Update: 5 Apr, 2020 @ 5:46am

v.0.9.0.0
- New game recommended
- Fixed mission loading after FoW mod update
- Mod tested on stable, profiling and development versions, for both local and dedicated servers
- One HC support integrated (first time for Overthrow)
- Added option to show ACE cargo in vehicle logistics menu, reworked menu elements
- Implemented ammo saving for ACE cargo
- Fixed ACE cargo item doubling
- Removed doubled actions from unloaded vehicle cargo
- Replaced 50rnd magazines for M1919 garrison mg to 250Rnd ones
- On easy settings all garrison mgs rearming on each load
- Embedded comprehensive function for restoring names and lost recruits after reconnects
- QRF prepare time increased to 15 min
- Added fuel consumption for fast travel
- All mines placed by players are now revealed after loading
- Removed wanted status, it is no longer displayed. We don't want to play a civilian simulator, right?
- Added colored visibility info
- Fixed perfomance issues, significant perfomance boost
- Fixed players not showing in a resistance menu on dedicated
- Fixed many respawn issues like stats display disappearing, not working camo and wanted systems
- Fixed recruiting/bying houses while wanted
- Fixed recruits from barracks had empty loadout in config
- Fixed paradrop script
- Fixed loadout editing
- Fixed some base garrison not despawned
- Fixed logical issue in a german FOB mission
- Fixed lamps saving
- Fixed tower QRF issue
- Fixed artillery missions fired only smoke rounds
- Fixed ACE cookoff issue (division by zero error)
- Fixed german take-off monitoring script issues
- Fixed Wanted status after respawn
- Fixed many bugs in persistent load for dedicated server (mostly placing objects)
- Fixed missed recoil on some vehicles
- Fixed static mgs not removed after the tower destroying, fixed mgs saving and bugged animation
- Fixed a player could fall alive, but in a incapacitated status (new ACE medical system issue)
- Fixed an issue when HC could become general at server, which could cause game hanging on load
- Fixed locals didn't gave explosives to players
- Fixed planes weren't able to take off from Abdera Airstrip. Warning: if you're using old saves - make sure the airstrip is cleared
- Added W-34 to Abdera airstrip, added two parachutes to both W-34
- Added eject action for W-34 passengers. Players ejected with all of his squad members - except the pilot, of course
- Made a workaround for CSA38 bicycle unflipping (it has zero mass)
- Fixed unflipped vehicles could harm players
- Paradrop function overhaul
- Incapacitated units now can't see players
- Soldiers AI skill now decreased at night, also decreased spotting probability at night
- There is no more need to wipe all the HQ (Selakeno) garrison to triggen an QRF - it will starts if there will be more than 2 resistance fighters within 300 m radius.
- Added final mission for captiring german HQ
- Allies will help you in some battles only if the resistance standing with it >=100 (US airborne troops will help you with Gravia airport, and UK for german HQ)
- AI units recruited by players no longer triggers a spawn
- Camps are now placed with a fireplace (to light up in dark)
- Enabled dynamic simulation for all owned vehicles
- Bikes and bicycles are now not limited in placing only on roads while fast-travelling
- Enemy garrison now won't spawn again on bases the Werhmacht is currently attacking
- A crew of destroyed german artillery gun is now joins a nearest base garrison
- Revised recon planes script - now the spotting probability depend on real visibility, so hide your forces under camonets
- Increased night brightness a bit
- Vanilla medical stuff no longer converted to ACE advanced medical items (like splints/saline/adenosine)
- Turned off ambient flak explosions generator for sab seachlights

Update: 21 Mar, 2020 @ 11:19am

v.0.7.0.0
Attention: some changes to save sysem were made, and it was not widely tested on all versions, so temporary save yuor current working pbo, and restore it, if the game won't load.
- Improved ammo saving for garrison static weapons
- Added Ju-87 with BK-37 for countering light vehicles
- Added Bf-110 (with night variant) as a fighter
- Placed fireplaces are now loads in burning state by default
- Made a workaround for Pak38/Pak40 hovering above the ground
- Further network code optimization
- Improved dynamic simulation system
- German aviation now has limited activity in foggy weather
- Made a workaround for a problem with german vehicles which could stuck at checkpoints
- Fixed many OT issues with SHK_pos_fnc_pos (i.e, which caused civilians dying in Abdera)
- Fixed old OT issue with builded objects lowering every S/L
- Fixed some static objects had a [0,0,1] vectorUp after load
- Fixed FOB mission could start from a resistance-contolled base
- You can now FT to all resistance controlled locations
- FOBs are now correctly removed and not respawning after load
- German cehicles, that were destroyed on bases, now counts in overall casualties
- Removed bugged Pak35
- Large player FOBs now can be spotted by recon forces, attacked and cleared
- German base garrisons increased to better fit the base size
- GM DLC owners will have bicycles from it as a starting vehicle
- Added two-barrel 12G shotgun from Contact DLC for owners

Update: 16 Mar, 2020 @ 7:24am

v.0.6.3.0
- Fixed error in QRF (there was no counter-attacks at all)
- Fixed air recon code
- Other small fixes

Update: 15 Mar, 2020 @ 3:45pm

Hotfix:
- Checkpoint triggers integrated into standard OT virtualization system
- Fixed an issues in engineer script, when recovered vehicle should be returned to base garrison (OT_fnc_tanklost)
- Attemp to fix the load for non-russian version users

Update: 15 Mar, 2020 @ 2:37pm

v.0.6.2.0
- Fixed error in police spawn script, which could cause massive spawn errors
- Fixed AI auto-loot error
- Fixed an error in some triggers params for english version of A3
- Fixed informant count error
- Improved ammo save mechanics
- Added transceiver version of Sdkfz251 and 234 in dynamic missions spawn template

Update: 13 Mar, 2020 @ 12:15pm

Bring back old mission conditions - temporary solution. All mission system needs to be rewrired.

Update: 13 Mar, 2020 @ 7:16am

0.6.1.0
- Fixed bases were powered even without generators
- Fixed old OT bug when AI looted only one magazine from each body