Arma 3
Escape from Tarkov (BETA 1.5.8.4.1)
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Update: 1 Nov, 2022 @ 5:03pm

Changelog (v1.4.6):

Added:

*3 new more quests to the main history in the scenario.

*Admin/host tool: Map cleaner (mop object in hub) - This tool will help servers that are suffering from lower-than-expected performance.
The tool removes the selected environmental objects percentage from a list configged by the admin/host, according to the map calculation to gain a boost by polygon reduction from the scene.
The list has been somewhat curated to avoid breaking some parts of the map but might still need further curation.
Once the tool has been executed atleast once, the next time it exe
cutes it will reset the map objects and redo the same process in a randomized manner to never obtain the same result.
Beware: If executed multiple times in a row it can cause desync.

*New group system: Raid Lobbies - This system will replace the vanilla dynamic group system from B.I to better fit the mission, as vanilla groups suffer issues whenever your force renegades into a group (the changing leader issue), the system functionality changes if you are the host or the admin in the server.

*New ammo-repack framework - An interface that lets you repack ammo used in the mission, including compatibility with KMP ammo box items, as well as a generalized pool according to the bullet size and not to weapon compatibility/magwells as it is usually done to save time.

*8 new player slots, upping the FINAL count to 20 players total.

Changed:

*The probablity of jamming has been doubled, jamming is a mechanic introduced recently that rarely occured, and that cause either your weapon to jam, double tap or even unload your full magazine.

*Boris quest pending form previous patch is now completable, the pending 3 quests mentioned are now accesible.

*QoL change to properly update the price of the next auto-selected item in the trader once the player sells something.

*Changed the interaction with the medical truck in one of the surgeon quests, it's no longer drivable.

*Changed the interaction with the medical truck in one of the surgeon quests, the parcel is now granted from the action instead of the inventory as it seems that the item is bugging for some reason when added to the vehicle inventory.

*Optimized Hideout script to be less taxing on the network.

Fixed:

*An issue that could make green facility innaccesible under certain conditions. Green should be usable now as long as the time frame and item requirement is completed.

*Corrected an issue in traders that would let players below level 5 to sell from their gear.

*Corrected an issue that made Surgeon supply quest not completable as un-hiding of the vehicle was missing a remote Execution.

*Corrected an issue in jam framework that could cause the magazine being used to be lost.

Update: 25 Sep, 2022 @ 4:43pm

Changelog (v1.4.5):

Added:
* More quests to the main history in the scenario.

Fixed:

* Stash duplication issues regarding delivery quests.
* Some quest were enabled for completion.
* APC in Dimitri quest not destroyable, it is now destroyable.
* Some delivery quest were not completable since they were looking for incorrect classnames.
* Some rewards were giving incorrect stuff from quests, they should now be OK.

Changed:

* Rebalanced the completion requirement for the first Dimitri quest.
* Changed Adams truck quest to be divided in 3 parts to make it more manageable to be completed.

Note: Boris current final quests are not completable right now, we will implement the items required to be completable soon, this will mean that another 3 quests get added right away once this is done.

Update: 13 Aug, 2022 @ 5:30am

Changelog (v1.4.4.3 pt3 - Electric Bogaloo)

- Attempting to address an issue with wipe functionality.

Update: 12 Aug, 2022 @ 6:32pm

Changelog (v1.4.4.3 pt2)

Fixed:

- Updated a line that was missing that cleared your quest progress continuously.

Update: 12 Aug, 2022 @ 7:28am

Changelog (v1.4.4.3):

Added:

- New loot locations added.

Changed:

- Changed initial starting quest progress values according to updated quest requirements for questline start-ups.

- Forced a softwipe for everyone that have already played version 1.4.4 of the scenario in order to re-start quest progression with the proper order of initialization.

Fixed:

- Fixed an issue with the quest checking system that would not create new quest for non-initialized traders.

- Fixed an issue with the quest checking system that would not create new quest progression upon wiping your profile.

- Fixed an issue with the quest checking system that would not create new quest progression upon wiping your profile in hardcore mode.

Update: 11 Aug, 2022 @ 7:40pm

changelog (v1.4.4.2)

Added:

- Some decorations to hideouts.

- Jamming framework implementation (when your weapon gets jammed, reload to unjam, more details will come in the wiki soon)..

Changed:

- Items from SURGEON were removed from his selling pool to avoid crafting cheesing.

- Fixed some issues with weapon painting.

- Fixed some issues with particular hideout slots.

- Fixed incorrect positions for Dimitri quest regarding gang boxes.

- Fixed some issues that could make your stash dupe and task not giving the correct rewards.

- Fixed an issue that created spam in your RPTs.

- Fixed an issue that would make you game spam chat messages in the startup of the mission regarding task failing to be created. Note that this is not the same for a quest trying to be created and the requirements not being met.

- Fixed an issue that made actions randomly disappear from stations in your hideout.

- Fixed quest startup order for each trader, they should now be unlocking at the correct phase of quest progressions.

- Fixed an issue were whenever you asked for quest completion the message would ask you to finish the quest first instead of giving context sensitive information regarding the quest.

- Fixed unnecessary spamming of the quest framework function that tried to create more quest when the trader already had one.

Removed:
- HK 417 from Adams as it became redundant as it can be now crafted.

Update: 6 Aug, 2022 @ 3:16pm

Changelog (v1.4.4.1 HOTFIX)

- Fixed an issue in the first Dimitri task causing the task to fail to fire.

- Fixed an issue causing Dodgy Dave to go swimming with the fishies, making it impossible to purchase hideout stations from him in a LAN environment.

Update: 6 Aug, 2022 @ 12:01pm

Changelog (v1.4.4.0)

Added:

-KMP is now a requirement for the scenario.

- New scenario flow core mechanic: Quests.
The introduction of the first quests regarding the back-lore of the scenario, skillfully made by our favorite dreamer, Kek. Quests are going to be a crucial aspect for quick money making and XP gain, as well as giving a history build up as for why the player is in war-barren region of Chernarus. Quest award money, xp and items, each according to each trader importance in the lore.

- New core mechanic: Crafting.
Using your workbench now allows you to be able to craft weapons from parts scavenged in the scenario. Right now, some weapons were re-balanced and made them either loot or craft only in order to make then be tougher to obtain. More crafts will be release upon the next patch, which will be focused in medical mechanics.

- New core mechanic: RPG System.
The scenario now includes a leveling up system that modifies your stats dynamically as well as a life-carreer GUI for you to be able to monitor your progress. Default keybinding for this function is (ALT+S). The player will be able to obtain XP in a varied way, primordially involving killing enemies and extracting.

- New intel center function: PMC contracts.
30+ contracts that for the moment are divided into 2 classes, hunt the boss and sabotage the equipment. This is the initial official deploy but more are in the making. Rewards for this contracts are random in regards of money, XP and items awarded. The pools from which the contracts take their rewards increase in each level of the intel center.

- New weapon family added to weapon painting: SCAR series (mk 16 and 17 variants).

- New trader fully implemented: Orlov.
This trader contains soviet look-a-likes and import weapons that were previously in all traders in order to achieve a more logical balance of equipment obtained per trader according to their role in the scenario lore.

- New loot pools and items including KMP to allow for new core functions + future core functions.

- New AI PMC loadouts, both for BEAR and USEC.

- New markers in marker research for new locations and secret extractions.

- New POIs and lore elements regarding U.N Peacekeeping Forces. They are all scenery so new vehicles scattered will not be usable.

- New random Airdrops that include trader/TerraGroup contents + a special manifest.

- Added a means to reliably locate and obtain server units.

Changed:

- Rebalanced traders stock to better fit current mechanics + scenario LORE.

- Modified SCAV raids to allow for duo scav raids.

- Limited the group size to 4 persons for group raids to make a more balance oriented game-play.

- Some locations have been modified to include the required scenery items for contracts.

- Initial player allowance upon wipe/new join was increase to 200k CR.

- Day and night behave differently regarding enemy spawns now.

Removed:

- Some weapons from trader in order to take them into crafting lists.

- Some left-over compositions that didn't make any sense to keep anymore.

- Some unnecessary remoteExecutions to improve network stability.

Fixed:

- Re-structured the extraction code to make it virtually error-free (stuck in raid with timers, no extractions, etc).

- Revised trigger simulation upon certain conditions, this should grant a better performance over-all.

- Revised some location visibility upon certain conditions, this should grant a lesser performance upgrade over-all.

- Revised triggers simulation for scav and pmc extractions, they will now behave properly and allow to extract according to the context.

Update: 23 Jun, 2022 @ 3:50pm

[[ This is a test upload aimed at discerning whether the recent "bugs" are due to an export issue, or simply the result of an arma 3/engine update. We appreciate your patience, as these recent issues are simply beyond our control - having made no changes to the public version of the scenario since the last update over a month ago. READ NOTES BELOW!! ]]

Notes:

- Traders are in the process of a major rework for patch 1.4.4, and you may discover that Dimitri's inventory appears empty. Actually, all the new items he'll have are already assigned to him, they simply won't appear until our mod containing the items goes public alongside the release of 1.4.4.

- Certain spawn locations have changed, so don't worry too much if you spawn somewhere you do not recognize.

Update: 27 May, 2022 @ 3:52pm

May 27, 2022:

Changelog (v1.4.3.0)

Added:

-Horror mod is now required.

-BG21 salughter assets is now required.

- Insurance system: You are now able to insure your main weapon, your vest + helmet, or your entire loadout in the intel center starting from level 1.
With a better intel center, the time to recover your gear decreases, going from 5 raids in level 1, to 1 raid in level 3. The chances for insurance recovery are dependant on intel center level.
Check wiki for a detailed rundown on the system:
https://arma-3-eft.fandom.com/wiki/Insurance_system

- Weapon Painting: The first mechanic of the workbench regarding customization. Allows you to repaint your weapon according to the camo options available for a price.

- Trader affinity is finally fully implemented, check #how-to-add-stuff-to-trader to know more about how it works.

- New Dovetail attachments: Added a few dovetail low magnification collimation sights for the AK platforms in order to diversify a little bit more the options for the players. These are now present in DIMITRI and some loot pools.

- SCAV BASES and PMC BASES new behaviors, garrison or patrols. When creating the afore mentioned enemies, the groups will have any of the 2 desired behaviors according to each location or randomized if set to. Patrols will keep close to their base, patrolling in a radii of up to 150mts from their spawn. Garrison will evaluated the best type of building and will be placed in all the possible positions of said building, allowing combat to become a bit more complex.

- CULT SITES are now a thing :^), as scav and pmc bases, Chernarus now actually hold a few cult locations with more pending to roll in future patches. This cult locations will spawn crazy cultists hordes of up to 25 enemies at once.
The cultist are conditioned, can you guess what makes them spawn?
These new locations can be discovered using the marker research function in the intel center.

- Kill tracker partially implemented, its not visible for players yet but core is already in.

Changed:

- Revised SCAV bases loadouts and increased them from (a faulty amount of) 2 to 15 different loadouts.

- Simpleattenuation upgraded to be on par with workshop release

- Some file formatting in the scripts to be consistent.

- Ambient AI population factor raised from 3.2 to 3.5.

- AGE weapons have been removed from the scenario.

- USEC default uniform.

- USEC default SMG changed from the Vector to the MP5.

- Moved a few spawn locations with the aim of achieving a higher chance of spawning in small settlements/locations.

-Changed required from PLP containers to PLP AiO

Fixed:

- An issue with Ragman causing all facewear items to not be purchasable.

- A certain weird issue that was causing a certain poi to spawn a massive amount of money rolls.

- An issue with autorevives in medical station, now the system should properly detect when you have an autoreviver.

- An issue with load capacities for the stash and the safe container, they now behave properly.
Beware, extra equipment will begin to overflow since vanilla capacity of the stash is 22k mass units, while the maximum at level 3 in stash is 8k mass units.