Arma 3
Escape from Tarkov (BETA 1.5.8.4.1)
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Update: 19 Nov, 2024 @ 7:35am

Changelog (Beta v1.5.7.1):

Changed:

- The way the mission initializes player systems and variables to avoid accidental profile corruptions.

Fixed:

- Issue on initialization that would make the player fall into the ocean if the system running the mission was able to bypass initialization speed accounted for. The system now properly sequentializes initializations to avoid high spec systems to fail on start-up and make the player fall into the ocean.

Update: 3 Apr, 2024 @ 5:29pm

Changelog (Beta v1.5.7):

Added:

- 50+ lootboxes to the loot system to a grand total of 530 boxes.
- Some more deco NPC to hub.
- New CQB boss: Razor.
- Some barter items to the trader economy that you can now sell for profit.
- Missing FAL and UZI mags to repack systems.
- Individual rounds to the repack systems.
- Saiga slug mags to repack systems.
- 2 uniform variants to the wardrobe general pool.
- First 3 small musical pieces to the scenario. These can be heard during raid starts.
- New mission parameters settings.
- A system that will enforce mission view distance according to parameters. This set-up should favor performance on some machines; View distance will be enforced upon entering labs, respawning, deploying to raids or extracting successfully.
- New contract type: NPC Civvie Contact. This contract type will have you meet a civilian contact somewhere in the map that will request items deliveries.
- Scav Karma system; This system tracks the kills made when playing as a scav and adjust the scav karma according to this. Scav karma is the determining factor for which side the scav player will be allied to when starting a scav raid. The karma gains are dependent of the type of enemy killed and the faction of the enemy killed and if it was a SCAV, against what faction you are aligned as when deploying. This is the base of scav fleshing out from this update and onwards.
- More crafting recipes depending on various stations levels.
- More items to the economy of the scenario.
- Additional items to a couple of loot pools.
- A couple of mini-pois.

Changed:

- Additional informational text has been converted from system chats into dialogs for better readability and consistency.
- Scav gangs equipment pools.
- Player Scav equipment pools.
- Steve can keep track of the scoreboard in the blackjack minigame during your play session.
- Heavily optimized the blackjack logic and scripts. This is a precedent for some other systems that might come in the future.
- Maximum trader affinity went down from 125% to 100% in order to prevent extreme cheesing of the trader with high pricing items. (Infinite money)
- Global lootbox refresh wont spam new contents upon all players initialization to raid. Boxes will only be updated once the raid systems detects that at least one player has started raiding after the raid has been considered empty before. This translates to less hiccups while in session but a bit more of a difficult raid time.
- Scav raids now actually refresh the lootboxes abiding to the condition above. This was previously omitted on purpose.
- Some scripts to reflect changes from new parameters.
- The xp given by doing contract has been increased.
- POIs interactions no longer spam network executions; It has been optimized to be managed locally.
- Routers and servers objects in POIs will no longer go directly to your backpack and instead will become a pickable item to put on your inventory, this is done in order to prevent them from not being placed due to inventory overflow.
- Optimized some logic that runs while inside Violet Facility to avoid scheduler clogging.
- Sanitized a couple of files for readability's sake.
- Player Scavs will now change side relations according to their Karma ONLY during a scav raid.
- Bosses and scav bases alignment are now representative of their faction.
- Ambience spawner will try to not spawn AI into the same player multiple times in a row of there is more than 1 player in raid.
- Crafting recipes in workbench have been accommodated according to level.
- Nvg post-processing effects for film grain in level 2 devices (GEN 3).
- Nvg post-processing effects for color correction in "cyan" tubes.
- Nvg tubes have a chance activating the brightness protection if there is weapon fire near them. The chance of it happening is reduced if the weapon being shot has a muzzle attachment. Weapons with flash hiders or silencers integrated are not considered and will suffer the same penalty as weapons without muzzle devices. MKMedical has a similar function for flashbangs photocatode overload and flashlight dazzling.
- Ambient Spawner can now spawn PMC enemies with a chance of 2%.
- Ambient Spawner for UN spawn chances reduced to 2%.
- The lower UI refresh rate.
- Prices for TWS and Nightstalker scopes.
- Optimized crafting internal logic to avoid potential mission hiccups.
- Crafting/Disassembly logic now requires less hoops and relays info more efficiently to the players.
- Crafting/Disassembly logic will now accept only full items, partials will be considered in the lists but they wont be taken by the system.
- A little bit of poi improvement in some places.

Fixed:

- A typo in an attachment classname.
- An issue that made all the crafting related systems to remove multiple of the "consumed" items while using the systems to create/purchase something.
- Logic issues in the blackjack minigame.
- A leftover in the stat window that showed incorrect trader affinities upon "first session" for new profiles.
- An issue that could make Trader airdrop planes to remain forever in the map without de-spawning them once they reached their final destination.
- An issue with the logic check for Dave shop GUI for certain station levels. Level 3 stations should no longer be considered OWNED once level 2 of the station has been obtained.
- Included a failsafe to scav raid logic to avoid safe containers not being able to be used after something goes wrong.
- An issue that would prevent the players from cancelling a SCAV raid deployment. This should now be able to be done.
- A trailing error in scav raid logic.
- Some POIs interactables that were being considered simple objects and not being able to be interacted with.
- An issue on the stats window that would incorrectly represent the xp tracking in the xp bar.
- PMCs are no longer able to deploy to active Scav raids.
- Players previously considered in raid are no longer able to be pulled into new raids cycles until they die or extract properly.
- An issue that caused scav raids counter to not increase once extracted.
- Ironman wipes will now clear the stash properly and no longer make you lose your loadout due to the faction menu being triggered before actually being able to respawn.
- Mag repack system not being able to use mags with a single round in it as source magazines.
- HK417 is now craftable as it was using a nonexistent item previously
- Player previous corpse no longer has duplicate safe containers actions.
- Safe container logic could cause memory leaks.
- Scav raids extraction will cure your ailments once you get your pmc body back
- Wipes will now clear your unlocked uniforms properly.
- Dave npc position in LAN upon extracting or certain other actions that was misplacing him.
- You will now be properly healed after extracting again. It was not working as it should.
- The lower UI is visible again.
- Disassembly GUI issues that gave incorrect amounts of items into stash.

Removed:

- Left over systems inside POIs with interactions.
- Safe container duplicate actions on corpses.

Special thanks for this patch:

- Bigus
- Lord_Daniel

Update: 14 Jan, 2024 @ 7:21pm

- Added some redundancy checks for the custom threat spawner to guarantee correct locations in the map and not [0,0,0] coordinates.

- Corrected some typos in variable marker names.

Update: 14 Jan, 2024 @ 4:29pm

Changelog (Beta 1.5.6):

Added:

- Upon selecting a faction, the mission will grant you an additional loadout besides the one equipped that will be found stored in your stash box.

- TT-33 handgun and magazines added to Orlov and magazine repack compatibility.

- 45ACP handgun and magazines added to Adams and magazine repack compatibility.

- MK18 rifle added to lvl3 Adams inventory and magazine repack compatibility.

- MP5SD6 smg added to lvl3 Adams inventory and magazine repack compatibility.

Changed:

- Dexterity stat calculation has been altered, BEAR won't be as painfully slow as they were previously and top speed will be lower than before, making the speed monster banish away.

- Upgraded the repack system to be able to be feed empty mags.

- Made that empty mags are given back to the player when reloading them from weapons. Due to mag config, if you drop some of them they will still be removed by engine.

- Logic for certain quests that require an action to complete has been modified to maintain the action until the requirement for quest completion has been truly fulfilled.

- Logic for certain quest that gave you items will now drop them to the floor in order for you to actually be able to pick it up and manage it, instead of forcing it in your inventory. This could cause the object to be lost if there was not enough space in your inventories.

- Player identity randomized upon scav raids, to add a bit more to the feeling that the player unit is different.

Fixed:

- An issue with rest station level 3 not giving the option to use the wardrobe.

- An issue with the Dimitri APC task that would not be completable in certain contexts due to the map cleanup system.

- A design oversight in the boss spawn methodology that allowed bosses to spawn back-to-back after being killed. The Boss cooldown will now happen only when the active boss gets killed.

- A design oversight in the custom threat spawning. It looks like on some occasions, custom threat spawner que can get saturated and overwhelmed making AI spawn on top of player. The system no longer target players as "spawn positions" for this threats, and instead get to spawn and moved into their possible locations arbitrarily.

- A leftover error on the ambient spawner that would notify of an issue every time the system spawned enemies.

Update: 5 Nov, 2023 @ 3:56pm

Changelog (Beta 1.5.5):

Added:

- Wardrobe function to rest station laptop. The wardrobe lets you change your uniform once you have uniforms purchased from the system, they will be always available and once you change your uniform, the uniform selected becomes your default uniform when you die until changed again, more uniforms are unlocked the higher you rest station level is.

- Additional hint in tutorial tab.

- Parameter to set the contracts failing or not upon death of the players.

- Added world spawn locations that will assure the "rugged router" item. As previous chances for spawn were too low

- 1891 Mosin Nagant and PE scope are now on Orlov selling pool. Can spawn in the player scav raid loadouts and is one of the possible weapons for scav units.

- Lee-Enfield (non and railed), its magazines and no23 mk2 scope are now on Orlov selling pool.

- M4 SBR is now on sold by Adams at lvl 3.

- KSVK 12.7 and its mags can now be dropped by CDF snipers in the scenario.

- CZ584 Hunting rifle and its mags are now on Orlov selling pool.

- UZI and its mags are now on Orlov selling pool.

- MAC-10, its suppressor and magazines are now on Orlov selling pool.

- Remington 700 Hunting Rifle , its optic and mags are now on Orlov selling pool.

- New Additional sights that can be found in Adams and Pavlov.

Fixed:

- AI uniform assignment will now force the uniform on all enemies, this means no more naked AI or at least massively diminish it.

- Incorrect parameter data being fetch by the loot spawner delay setting.

- An issue that multiplied actions on interactable POIs.

- Sanitar uniform.

- An issue on the crafting table that would make the system cry at you.

Changed:

- Hideout station logic that removed the actions from certain items unintentionally.

- Dave trader logic was tweaked to better reflect the purchased stations as previously the logic was missing entries.

- Uniform pricing in favor for the wardrobe system. They are now much more expensive but are permanently acquired.

- Sturmann is no longer a boss and has been replaced by Vulture.

- Default timer for AI spawn slightly decreased.

- Health in status bar now represents the general body health in mk_medical.

- Increased the enemy kill XP values:

Players & Bosses = 750xp
Pmc & Boss Minions = 500xp
Scavs = 250xp
UN = 350xp

- Logic for the stat window now shows the kill count more accurately instead of it being totally side-related:

PMC = PMC
BOSS/MINIONS/UN = SPECIAL
GANG MEMBERS/SNIPERS/CULTIST = SCAVS

- Units that were not created by the server will now only count as SCAV units for the XP and kill tracking system.

- Misleading info for flavor text when trying to complete [FRIEND OF CHERNARUS] without fulfilling the condition.

- Complemented the description of [FEAR AND FAMINE PT II] quest in order to clarify the entrance condition for the green facility.

- Default spawn rate timer for ambiance AI parameter went down from 200 to 160 second ticks.

- Trader logic has been tweaked in order to be able to sell them any of the items in the total item pool instead of just being able to see what was available at their level.

- Revamped Pistol, Shotgun and SMG economy in order to boost early level gameplay, the player would be able to afford more with less now.

- All new weapons have been included in the magazine repack system + a couple that were neglected.

- Reworked weapon jamming framework to be able to include all weapons in the scenario without manually having to add them to the system.

Update: 15 Oct, 2023 @ 3:13pm

Fixed:

- A small issue that would cause extractions to throw an error and not heal you completely if you had your medical station purchased.

Update: 15 Oct, 2023 @ 12:03pm

Changelog (v1.5.4.2)

Added:

- Dogtag case: A special safe container for dogtags ONLY. Just like the safe container, the storage capacity of this container will be upgradeable in the future.


Changed:

- Medical modules updated to accommodate the latest and greatest MK Medical System public version.
- AI spawner setting for player machine headless client mode has been set to 0 by default due to performance issues and should instead be evaluated to check if the performance drop is worth having the AI spawn at a higher rate.


Fixed:

- Increased the detection radius of extractions to address the issue of having to crawl underneath vehicle extractions in order to trigger them.

Update: 3 Oct, 2023 @ 2:51pm

Changelog (v1.5.4.1 Hotfix)

- Fixed the code for Yellow facility that was not set correctly.

Update: 17 Sep, 2023 @ 1:54pm

Changelog (v1.5.4 Q.O.L)

Added:

- You can now disassemble crafting recipe items in the workshop. They will deliver the same items you use to craft them.

- Added 2 new drug recipes to crafting when obtaining the medical station. They will be both used by mkMedical system next patch or be traded for affinity with a certain trader when it comes during next patch.

- Gave back Dodgy Dave sassy personality to the current hideout trading iteration.

- When coming back from a successful raid, the player character will be healed. If any level of the medical station is also owned, all the effects and debuffs in the players will be removed free of charge.

Changed:

- BEAR default uniform finally changed to not require APEX dlc.

- Raid deployment Invincibility now lasts 45 seconds, it was previously 20 seconds. This applies to all Raid deployments and both as solo or Raid Lobbies.

- Money exchange in intel station has been updated with new rates and new money values to compensate previous economy inflations.

- Dave required components for intel station 2 and 3 have been swapped, getting intel station level 2 should now be easier and make much more sense progress wise, since the rugged router is an end game component.

- Heavily optimized and internally simplified the paint color system in the workbench, this allows for faster mission edits in case us or any other player wants to add color variants to it.

- Screen fade method should be now a bit more consistent since is has be upgraded to use more recent engine solutions that previous versions.

- Reload bench revamp, the bench now lets you use the magazine repack system as you would normally do, but it is MUCH MORE faster when you interact with it, however it becomes level locked when used from the bench. The higher the level of the reload station, the better type of cartridges you can reload while using it. This change does not affect normal magazine repack, as they work indepent one from another.

- Scav extractions increased from 3 possible locations to 5 in total per scav raid.

- Pricing for auto revive injector in medical station level 2 and 3 has been adjusted

Fixed:

- A long due oversight that prevented the mission system to properly set back stat attributes for player units. The attributes are now properly reapplied upon death, level up and mission restart, mk_medicalSystem will also take them in consideration to avoid animation speed coefficients and aiming coefficients issues like in previous versions.

Removed:

- Uniforms in Boris are no longer present in favor for the wardrobe system that is coming next patch.

Update: 3 Aug, 2023 @ 4:44pm

- Noticed a little whoopsies involving outdated files.