Arma 3
Overthrow WW2 (SP/COOP20)
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Update: 16 Sep, 2024 @ 7:01am

v.3.4.0.1

Update: 14 Sep, 2024 @ 3:37pm

v.3.4.0.0

Update: 4 Sep, 2024 @ 1:31pm

v.3.3.1.3

Update: 4 Sep, 2024 @ 8:07am

Update: 4 Sep, 2024 @ 7:27am

Update: 3 Sep, 2024 @ 3:45pm

Update: 31 Aug, 2024 @ 4:35pm

v.3.3.1.1

- Implemented asymmetrical contacts in the adapted TFAR, the latter now uses the contacts table from the mod instead of its own calculation
- Fixed weather conditions (wind, too low air temperature)
- Some artillery refinement in case of SPE use
- Officers and artillerymen have map tools added to their inventory
- Locals arming themselves will now be mostly with shotguns

Update: 29 Aug, 2024 @ 8:32am

v.3.3.1.0

- Fixed a bug when saving a transport with a saved equipment set
- Fixed marker aggregation issue where deleted markers were added again from other players
- Rewritten AI units' ammo selection procedure, now they can switch between machine gun and cannon when firing at infantry, fixed rate of fire of hull and coaxial machine guns on tanks
- A new firing procedure for increased rate of fire for PPSh
- The procedure of unloading to/from transport now occurs simultaneously with the indicator change (previously - only after 100%).
- Reduced initial skills of units, including recruits.
- Implemented map lighting at night (can be disable in ACE options), ACE procedure adapted for night lighting in OTWW2
- Player's units no longer fall from close explosions
- Adjusted weather and fog, now temperature graph is based on real dawn/sunset time (temperature graph is important for fog calculation)
- Players can now appear at respawn points in the combat zone
- Liberated towns are now illuminated (previously power was turned off)
- Artillery return fire from bases is less accurate without guidance, guidance is now calculated only if one of the spotter has a direct line of sight to the position of the firing gun, the base artillery itself has a limited amount of ammunition (before respawning - saving ammunition for dynamic spawning is very time consuming to implement).
- Fixed too early revealing of bases
- Fixed disappearance of some magazines (like 250-round belts) when loading (private scope)
- When using adapted TFAR, contact is now recalculated when changing radio settings, not just when changing position
- Fixed radio backpacks had no charge when loading in some cases (duplicate save entries)
- Garrison of enemy bases now hides in buildings when fired upon by artillery
- Water columns in cities have been manually placed in more convenient locations
- Fixed an issue where after a server restart the player's position was not updated for processing by the dynamic spawn system due to a failure of the player's main cycle.
- Fixed behavior of player units getting out of vehicles when firing
- Fixed problem with tanks and other Wehrmacht vehicles getting stuck at mission endpoints
- Fixed incorrect positioning of mortars on Wehrmacht bases
- Fixed a bug in the stuck prevention script for enemy groups that caused an overflow (f16 overflow)
- Provided state handling when a player disconnects and reconnects in the respawn menu
- The main player loop no longer restarts on every respawn, but updates the player object, which should lead to greater reliability

Update: 21 Aug, 2024 @ 5:51pm

Update: 21 Aug, 2024 @ 5:41pm

v.3.3.0.0

- Significantly sped up the saving process by eliminating recursive data processing
- Seriously reworked AI firing mode of machine guns. Slightly increased the damage of 12.7x108 and 7.62x54, anti-aircraft Maxim is now loaded with armor-piercing rounds by default
- When using SPE, the LeFH 18 from SPE will now also be used as artillery
- When using SPE, player classes and their units now use inherited SPE classes for SPE systems to work correctly (don't forget to copy the updated compatibility file from the Optional folder).
- Fixed SPE flashlights
- When setting up an outpost far away from populated areas, if there are working lamps nearby, it is not necessary to place a generator - it simulates connection to an existing line.
- Civilians can now be forced to leave a vehicle by shooting nearby in their direction
- Weather system has been redesigned, daily temperatures have been brought into approximate correspondence with real data
- Added morning fog
- Added heat refraction effect at high temperature
- Fixed tank missions with SPE tanks
- Fixed serious bug with linear accumulation of bandits in camps at each loadout
- Fixed a serious bug with the list of recruits causing them to revive after player revival
- Fixed a bug with fuel consumption when traveling fast
- Fixed lack of charge on radios taken from defeated enemies
- Fixed problem with marker transmission via radio
- Fixed setting of player's camp
- Fixed disappearance of some hand weapons from defeated enemies - for example, MP 40.
- Fixed endpoint search algorithm for Wehrmacht missions
- Fixed incorrect detection of vehicle type when boarding (for example, it was impossible to board an M3 armored personnel carrier with a backpack and a rifle).
- Fixed backpacks being duplicated in vehicles cargo when loading the game, if they were to be replaced.
- Replaced some buildings on Altis
- Increased vertical pointing angles of IFA3 (MG 34/42) gun carriers.
- Implemented random patrols (only wheeled vehicles) on the map between German bases. The patrols use the available vehicles on the bases. Patrols are more likely to be sent to dangerous directions, thus gradually pulling up Wehrmacht forces to them
- Now if other players do not have a headset, the radio contact page on the map will not be displayed to them.
- Now militia fighters will not take ammunition from players' vehicles without asking for it.
- The power off/on speed has been significantly increased, and mode switching glitches have been almost completely eliminated.
- Other minor tweaks