Arma 3
Escape from Tarkov (BETA 1.5.8.4.1)
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Update: 30 Jul, 2023 @ 4:25pm

Changelog (v1.5.3.1)

Changed:

- Removed some RHS helmet variants from Boris store due to them not being the desired items to be used by the players.

Fixed:

- Faction uniform system giving back naked loadouts, we were using an incorrect file version in previous update.

- Fixed and issue on one of the scav bases not spawning due to an incorrect system change done that was left by accident.

- Fixed an incorrect item initialization for Server Unit Items placed in the world, they should no longer have multiple Hold Actions anymore.

Update: 28 Jul, 2023 @ 3:58pm

Changelog (v1.5.3)

Added:

- Raid logic now has a timer before deployment both for PMC and SCAV raids. A 10 second timer will tick down before deploying to effectively let you cancel the raid deployment if you desire so.

- Raid logic now has a cancel action on the hub both for PMC and SCAV raids. The cancel action has a slight delay to be completed in order to not be used by accident.

- Actions to cancel deployment to raids both in stash laptop and hub door. Note that only raid leaders or solo players are able to cancel deployments.

Changed:

- Internal methodology for crafting recipes to future proof the system. This translates into easier add-up to the recipe system in case players want to add custom recipes to the workbench or hideout station store. The change makes it easier to track the required materials for the system in case the ingredients are not already used by the rest of the recipes since its now automated.

- Logic for first time players in order to avoid garbled screen messages.

- Some of the previous on-screen hints have been changed to a more visually appealing and noticeable text on the bottom on the screen to display info. This is a change that will be completed over time, since there is currently a lot of info that has to be changed to the alternative display method.

- Raid logic hides and shows raid deployment and raid cancel dynamically to unclutter the context menu now. Note that this change is only done for the raid leader or solo players, for the sake of being able to control the situation faster.

Fixed:

- A very elusive error that was causing custom uniforms (and all the items inside of it) saved in loadout to be mistakenly removed and then replaced by the default faction uniform when loading your character during your next session start-up. This was reported long ago but was only recently able to be pinpointed due to general performance increase in the mission.

Update: 3 Jul, 2023 @ 6:17pm

Changelog (v1.5.2.1) Balance Patch:


Added:

- A handicap parameter for the AI spawner system, this only affects LAN hosted sessions and make the spawner use a special configuration that ignores the additional groups per player, multipliers and max groups number, it comes enabled by default greatly reducing the AI the system spawns as pop-cap. In case the LAN host want to use the rest of the custom parameters for the AI spawner, this setting has to be disabled.

- A multiplier setting for server environment for the AI spawner, the settings comes as default to 100% and admins can modify it to reduce the max ai in the server at mission start. This setting only affects dedicated servers, if hosting via LAN you must use the proper setting to change the modifier.

Changed:

- Default max group count for the AI spawner changed from 60 to 40 in order to reduce combat a bit in all environments by default.

Fixed:

- An issue which was causing the previous LAN AI group modifier for server to fail. Will now work in LAN as it should.

Update: 2 Jul, 2023 @ 6:47pm

Changelog (v1.5.2):

Added:
* QoL: included a quest backlog for all the completed quests up to the current point. For it to deploy previously completed quests before this update a character wipe is required. The backlog only updates during mission join and will only include past completed tasks. Currently completed task will only be added to the backlog until you save and rejoin the mission.

* QoL: Dodgy Dave hideout crafting shop menu now shows owned stations and ingredients that fulfil the building condition, as well as the counted amount of the item required that is inside the player stash.

* QoL: workbench crafting menu now shows ingredients that fulfil the building condition as well as the counted amount of the item required that is inside the player stash.

* QoL: added notifications upon assignation, fail and completion of quests and contracts, originally this was left out because we felt that the additional feedback was not necessary. However after further analyzing the situation, we came to the conclusion of including them to avoid misunderstanding with casual players thinking that quests and contracts are bugged out.

* QoL: added reward notifications for quests and contracts.

* QoL: added level up notifications.

* QoL: Added a couple more of tutorial tabs in the journal section to clarify some misunderstandings.

* Antiseptic spray bottle to Surgeon Airdrops.

* New crafting recipes that are unlocked upon the purchase of a medical station, this will come on portions as we add more conditioned craft.

* Deployed a new hub, special thanks to SLEDGEHAMMER for creating the original concept for us!

Changed:


* Terragroup manifests are now correctly removed from the stash when purchasing affinity in the hub trunk.

* Antiseptic spray bottle total uses (10 uses).

* Lidocaine ointment total uses (5 uses).

* Medical items in the loot pools have been slightly tweaked to nerf the quantity of powerful heal items ambien scavs had, since basic medical can now be crafted when obtaining the medical station and the workbench.

* Parameter defaults have been modified to deliver a less intense combat experience for first-time users.


Fixed:

* An oversight regarding profile data, wiping and first join into the server caused a deprecated value to be assigned, causing the crafting interface of Dave and the workbench to cry if the stash was empty.

* Removed residual ravage masks in Boris trader inventory.

* A class name from CUP weapons that was interfering with the ammo repack since for some reason shares ammo magwells in config with another caliber that it shouldnt.

Update: 14 Apr, 2023 @ 5:54pm

Fixed an issue with a misnamed variable

Update: 13 Apr, 2023 @ 9:31pm

Changelog (v1.5.1):

Added:

- Added map objects to surgeon again, whoops.

- Added extra medical items required to traders and loot pools due to a recent update for the medical system

- Added extra medical items to the medical loot boxes due to a recent update for the medical system

- Added back money items into loot pools from enemies.

Changed:

- NVG P.P effects now apply only to night vision mode due to feedback regarding thermal imaging devices.

- Loot-N'-Scoot (Dimitri's first quest) has been permanently nerfed to require 1 single cache. Hopefully this will make questing much more appealing for first timers and people who play the scenario more casually.

- In Search of the Truth quest description has been slightly modified to point the location of the item required to complete it.

- Decisive Blow quest description has been slightly modified to clarify that the player doesn't need an actual explosive to complete the task.

- A known boss that was causing memory leaks has been completely replaced and repositioned, hopefully this will remove this issue, as we suspect this was related to gear being used by him.

- Activating hardcore mode will turn on the temperature system for the player.

Fixed:

- An issue that would prevent locked lobbies from deploying when they had 4 members for pmc raids and 2 members for scav raids.

- Cult spawns were messed up, they have been cleaned once more and they should be spawning at night in their 2 possible locations.

- Wiping was not resetting the player health.

Removed:

- Residual ravage items

- Simple Attenuation as it was replaced with the combat deafness system in Mk_medical, which is basically simpleAttenuation 3.0 with medical integration. Player Will not be able to go deaf THEORICALLY while on hub, you can, but it takes A LOT.

Update: 15 Feb, 2023 @ 9:33am

Changelog (v1.5.0):

Added:

* Requirement of MK_MedicalSystem due to full mission integration.
* New logic for ambiance spawns (ravage is no longer used).
* New behaviours for ambiance scavs.
* EFT Lore friendly themes for apparel and weaponry for ambiance scavs, now you can clearly distinguish between gangs, CDF and UN operatives. This is a complete overhaul on the equipment used from ravage scavs as now we actually manage rarity for weapons per faction.
* Support for 2 HC clients
* Proper Garbage collection for corpses and ground items, the system is executed each time that there is no one on raid and will clean everything besides bosses and their minions. Garbage collector also takes groups that are out of players reach and remove them in order to save CPU cycles with not interactable AI.
* Magwell compatibility for M24, M40a5 and M110 in repack system, their magazines can now be reloaded.
* Magwell compatibility for new weapons in the scavs weapon pools.
* Finally included an autosave feature. The game will save you if you go die or extract successfully. However, you will still lose your progress if you disconnect mid raid since before you left
* First set of mission parameters to customize the experience/enhance performance
* Map cleaner function for pre-cleaning on mission start (used from parameters)
* New world loot system with parameters included for modification
* Scav blackjack interaction to Sketchy Steve to pass the time in the hub.
* Added 3 secret vehicles in the map to aid single players.
* New additions to Orlov inventory.

Changed:

* Logic for map cleaner has been optimized to execute locally only using seeded RNG for proper object randomization
* Map cleaner now supports JIP after map cleanup, meaning that all player joining after the map was cleaned will now have their version cleaned too
* Changed threshold of general AI population, map should in theory support up to 250 AI at all times if no HC has been set up, increasing an additional 250AI per HC. Performance and responses may vary according to HC bandwidth.
* Locality transfer for AI into players, this translate into additional 25 AI per player at all times. If the player has high ping, the enemies transferred to it might rubberband, so this only applies to persons with less than 100ms ping!
* Changed logic for repacker system to only manipulate relevant magazines in magwells for repacker itself, as previously it was doing unnecessary operations with anything considered a magazine, making it possible to lose items.
* Loot pool objects for the enemies, as ravage classnames have been removed.
* Logic for extraction system has been changed. Instead of using triggers we changed it to be handled entirely code wise, so we expect a performance increase as trigger count has been decreased considerably. This change also makes the mission modification easier as it doesn't rely on placed objects in the map anymore.
* Anticheat logic for mid raid leaves
* Logic for custom enemy spawns. Instead of using triggers we changed it to be handled entirely code wise, so we expect a performance increase. However, spawns will take slightly more time to be executed in special zones. Expect changes for it in the future once we get to a further optimization point for it.
* Rebalanced AI count in some custom spawn locations for cultists, scavs and PMCs
* Changed boss groups to be dynamically simulated, as they are the only group that is excluded from being cleaned by the GC.
* Optimized all the scripts for network reliability and performance.
* Traders Initial stock has been reworked into a minimal state, this has been done in order to push forward the changes to reputation and trader stock upon investing on them. Enhancing the player engagement in early stages for the crafting system, giving it a greater weight. As crafting is gonna begin taking focus from this update onwards.
* Food items in Surgeon have prices now, since they are relevant thanks to the medical system used by the mission.
* Task flow has been severely altered to better reflect the history we want to tell.
* Labs are now accessed using a different method! Complete the quests to discover how.
* Bosses are not randomized anymore, they are still binded to the first one that spawns and its proper timer.

Fixed:

* Logic issue causing the partial stacked mags to get removed by the repacker systems if they were of the same type an ammo count as the magazine targeted or used as source.
* An issue that would make raid player count be below 0, blocking redeployment as leaders were not considered in raid
* An issue that would make scav raids to fail to be reinitialized when dying, causing the player to fall to the ocean and making it having to restart.
* A couple of station actions that were not adjusted for the 20 player increase.
* The ever funny situation in where the raid leader would fall into the ocean when starting a raid.
* An that would make player raid count not increase or decrease properly, breaking the raid systems some times.
* Incorrect placement of compass in scav raids, compass should be now usable

Removed:

* Removed all Ravage dependencies from the scenario, as it has been phased out effectively due the new home-made spawn system for enemy AI.

Update: 14 Nov, 2022 @ 8:33am

Changelog (v1.4.7):

Added:

* Nvg tiering system is now included in the scenario, this will impact image quality, screen viewport, view distance and screen phosphor filter colors.
The NVGs are classified as Follows:

Monocular -> Gen2 || Gen 3 -> Green Phosphor || White Phosphor
Binocular -> Gen2 || Gen 3 || Prototype -> Green Phosphor || White Phosphor || Yellow Phosphor || High Contrast B&W Digital
Quadocular -> Gen2 || Gen 3 || Prototype -> Green Phosphor || White Phosphor || Yellow Phosphor || High Contrast B&W Digital

Note: Using "cheated" nvgs or nvgs that are not in the system by our configurations will default to Gen 2 Binocular Green Phosphor screens

* New NVG options and repricing for Boris.
* AI will now carry nvg, according to their faction and occupation of course.
* Simple attenuation has been upgraded to include actual "gunshot supression" to active profiles, the mod version of simpleAttenuation won't upgrade to this feature.
* Enemy snipers upgrade; They will now represent a faction and will spawn with gear accordingly as well as different values for damage reduction.

Changed:

* Some assets were changed to "local only" version in order to reduce network traffic, this will be a lenghty multi step process due to the ammount of objects in the scenario.
* Scavs raids have atleast 3 different extractions per raid in order to decrease traverse in the whole map

Fixed:

* Fixed some inconsistencies in contracts descriptions regarding locales.
* Fixed a missing description for Severov assasination contract.
* Fixed a duplication issue for intel station action as it seems like the recent change to the hideout logic made it happen again.
* Adams quests that give you beacons to plant should now be working properly, as previous versions were starting the missions too early and making the beacon disappear as you respawned into the scenario.
* Fixed an issue regarding rest station level 2 in some player slots, rest station should no longer show a sofa anymore as that prop is for level 3 (affected slots were 0, 1 and 16).

Performance Update:

* Laid groundwork for HC support.

* Laid groundwork for propietary Ambiance spawn.

* Laid groundwork for propietary garbage disposal.

* Laid groundwork for locality transfer among server/client/HC.
This system will transfer dynamically the load of AI according to detected specifications where the mission is running having multiple possible configurations,
more on this once the system is ready for deployment.

Update: 2 Nov, 2022 @ 4:04pm

- Reverted time dilation to previous settings.

Update: 1 Nov, 2022 @ 8:08pm

- Minor adjustments.